MMM - Mutations

Abilities
Ability 	Unlocking Criteria 	Description
Invisibility 	Unlocked upon joining the game for the first time	“Render yourself undetectable to human senses.”
Turn invisible, unable to be heard or detected by enemies. Deactivates when attacking or taking damage. [CD: 20 sec. (After deactivation)]
Vent Crawl 	Unlocked upon joining the game for the first time	“Use the school ventilation system to traverse to where the students are.”
Enter vents located around the map and use them to travel around the map quickly or ambush enemies. Must be near a vent to enter. Use the arrow keys or click the buttons on the building map that appears at the bottom right of the screen to move between vents, then use again to exit through your current vent. [CD: 5 sec. (After leaving vents)]
Door Lock 	50 Emeralds 	“Place a lock on a door, forcing students to try to unlock it to get through.”
Closes a door or pair of doors (If they are not already closed) and places a black blob over the doorknob. In order to remove it, other players must play a minigame in which they must rapidly press the designated key or mouse button until the meter reaches the top of the gauge that appears, allowing them to proceed through the door. If they can’t do this within 10 seconds during an attempt, they will fail and fall onto their rump on the floor, causing them to have to start again. The key or button needed to be mashed to open the door will either be LMB, RMB, Spacebar, W, A, S, D, Q, E, F or R. You must be near a door to lock it. Monsters who encounter locked doors can simply phase through them without unlocking them. [CD: 5 sec.]
Regenerate 	50 Emeralds 	“Heal your sustained injuries.”
Heals you by 20 points of health. [CD: 25 sec.]
Fog 	50 Emeralds 	“Summon a dark fog to make it harder for the victims to see where they’re going.”
Restricts all enemies’ vision with a thick, black fog for 20 seconds. [CD: 45 sec.]
Stick Trap 	50 Emeralds 	“Place a sticky trap that will render victims unable to move for a moment.”
Places a black circle that sticks any enemies who step on it, preventing them from moving for 10 seconds. Disappears after affected enemy(s) is free or if untriggered for 60 seconds. [CD: 45 sec.]
Confusion 	50 Emeralds 	“Distort students’ visions, causing them to see everything upside down.”
Flips all enemies’ screens for 10 seconds. [CD: 45 sec.]
Wall Phase 	70 Emeralds 	“Pass through a solid wall to enter the area on the other side.”
Jump through a solid wall and enter the room or space on the other side of it. Actually requires 2 presses; the first press will show you a glimpse of what’s on the other side of the wall through your character’s eyes. Must be near a wall to phase through it. [CD: 1 sec.]
Fear 	70 Emeralds 	“Instill intense fear and shock into your victim, rendering them temporarily helpless.”
Removes one selected enemy’s ability to use their Magic or do Assignments for 10 seconds. [CD: 30 sec.]
Fang Trap 	70 Emeralds 	“Place a fanged trap that bites the first person to step on it.”
Places a black circle that bites any enemy who steps on it with giant black fangs, dealing 50 damage. Disappears after activating or if untriggered for 60 seconds. [CD: 45 sec.]
Battle Cry 	70 Emeralds 	“Unleash a terrible screech that intensifies your team’s wrath.”
Increases your team’s movement speed by 20%, health by 100%, and attack damage by 50% for 6 seconds. Can be heard by all players regardless of how far away when activated. [CD: 25 sec. (After effects wear off)]
Warp 	70 Emeralds 	“Instantly appear wherever you want around you.”
Instantly teleport to where your cursor lingers in a decent radius around yourself, whether to get closer to a target or to flee. [CD: 12 sec.]
Wall Climb 	100 Emeralds 	“Climb up and over solid walls that block your path.”
Jump and latch onto a wall and hang onto it with your hands and feet, then use WASD to climb up, down, left or right as intended. Press the Spacebar to jump off the wall. Reaching the top will cause you to climb up on top of it. Getting stunned by a Spell will cause you to fall off of the wall. Must be near a wall to climb it. [CD: None]
Teleporter 	100 Emeralds 	“Place up to two dark portals that you and your team can travel through.”
Places a black growth on the ground; placing another will cause both to become portals. They and their team can travel from one to the other by walking into them. Mages can destroy these portals using their spells, and doing so will destroy the other. [CD: 60 sec. (After teleporters are destroyed)]
Sabotage Electricity 	100 Emeralds 	“Cut the power in the entire building, forcing the students to fix it.”
Shuts off the power in the main building, turning off the lights and causing certain Assignment and Security stations to become unusable. Mages must reactivate the power in the breaker room. [CD: 120 sec. (After power is restored)]
Sabotage Communications	100 Emeralds 	“Mess with the communication systems in the entire building, forcing the students to fix it.”
Disrupts all communication services, preventing victims from seeing the time limit, their Assignment List, the Assignment Bar or other players’ Assignments, file reports, or use walkie talkies. Mages must fix the communications services in the radar control room. [CD: 120 sec. (After communications are restored)]
Infection 	100 Emeralds 	“Infect a student with a bacteria that will turn them onto your team if it isn’t treated.”
Infects a random Mage with a black growth, causing a timer with the word “Infected” to appear above their head. If they cannot clear it within 20 seconds, they will be assimilated onto your team right there. The infection can be cleared by certain spells and healing items. Each time a victim clears the infection from themselves, the timer decreases by 3 seconds should they get infected again. The Mutant cannot cast this ability upon themselves or Monsters, only Mages. [CD: 150 sec. (After either the timer expires or the infection is cleared)]
Mutant Traits
Mutant Trait 	Unlocking Criteria 	Abilities
Shifter 	Unlocked upon joining the game for the first time	“A terrifying Mutant disguised as a Mage.” 
Special Ability: The Mutant grows four long arms from their back, closing all opened doors in any room they are in when they transformed. Left clicking a player within a 30 stud radius will cause one arm to extend and grab them; left clicking again will throw that player where their cursor is pointing, dealing 45 damage [CD: 6 sec.]. If the victim has 40 health or less, the Mutant can right click to smash them into the ground in front of them, killing them instantly and leaving nothing but the victim’s arm where they once were. Whenever the Mutant throws someone, the victim will receive a Mutant Mark. Any room that the Mutant is in while in their true form will have its lights turn red and flicker chaotically, and if they have the Door Lock Ability equipped, they can use it to lock all doors that are currently closed in the room they are in.
Absorber 	Level 50+
50 Emeralds 	“An amorphous figure who can take any form and envelop any human.”
Special Ability: Can only be used when directly behind a Mage. The Mutant hugs the victim from behind and envelops them within their body. That Mage becomes unable to do anything but spectate the Mutant, who can then take their form at any time. Take note however that they can only stay disguised as their last victim for a maximum of one and a half minutes before it overheats and returns the Mutant to their normal form, after which they cannot transform again for 10 seconds. While inside the Mutant, the victim Mage will take 5 damage every 30 seconds. This can never kill them though, and if it somehow brings them to critical health, the effect will always leave them at 1 HP. Using the Ability and selecting the “Release” button instead of the “Transform” button will release the captured Mage with a Mutant Mark, allowing the Mutant’s Spells to finish them off.
Combustor 	Level 50+
50 Emeralds 	“A hot-blooded organism whose touch puts humans at risk of exploding.”
Special Ability: Functions differently depending on how close the Mutant is to a Mage. When right next to a Mage, it puts “Death Mark” on them [CD: 30 sec.]. Using on the same player again will put another mark on them, for a total of 3. When not near a Mage, it removes all Death Marks from all affected individuals, who have a chance to trigger a 4-second animation in which they explode on the spot the moment that happens, killing them instantly as well as dealing 50 damage to any other players caught in the blast. Mages with one Death Mark have a 15% chance to die, 45% with two Death Marks, and 90% with three. Note that it may only ever work if the Mutant is in the same room or is at least within 30 studs of them in different rooms or outdoors. Only the Mutant can see how many Death Marks are on each Mage. Any Monsters who are given a Death Mark will always explode, even with only one. Anybody who survives twice in a game will receive a Mutant Mark.
Framer 	Level 90+
100 Emeralds 	“A clever creep who turns victims into paintings.”
Passive Ability: Every second, the Mutant gains 1% memory of any Mage they are facing who is at least 25 studs away. The memory the Mutant has of each Mage’s appearance can be viewed in the interface that appears when using their Special Ability.
Special Ability: Functions differently depending on what the Mutant is currently holding. Normally, when used, an interface appears, showing how much memory they have collected of the Mages’ appearances. When clicking one of the pictures, they will pull out a canvas and begin drawing a picture on it, transferring 2% of the memory of the selected target into painting completion percentage every half second. Using the Ability again during this or finishing the painting will cause them to stop, and the latter will place a Near-Completed Picture (<Player name>) in their inventory (If there is no room, its progress completion percentage cannot reach 100% until there is a free space). When using the Ability near the player drawn on the picture while holding it and within at least 10 studs, a roughly 5-second animation occurs between the two players as the victim is sucked bit by bit into the painting and removed from the game. This replaces the Near-Completed Picture (<Player name>) with a Completed Picture (<Player name>), which shows the eliminated player, that they can then place on any wall they choose. The Mutant can have Near-Completed Pictures of more than one Mage at once, so that they don’t have to focus on one at a time. In the interface is also a button they can click to obtain a Blank Canvas (Only 1 of which can exist at a time) that they can use to perform their Special Ability on Monsters, without needing to sketch a picture of them on it first, which takes 3 seconds instead of 5, but has only a 1/500 chance to allow the Mutant to keep and place the picture afterward as otherwise, it is immediately discarded.
Tamer 	Level 90+
100 Emeralds 	“A tricky missionary who has a small, yet dangerous parasite do most of the work for them.”
Special Ability: When used, an interface appears, showing all remaining Mages. Clicking one will spawn a small, parasite-like creature near the Mutant to seek out the targeted Mage until it reaches them. The creature moves about as fast as a Mage can move, if not just slightly faster, and will continue to pursue the targeted Mage until it touches someone or if it takes enough damage from spells. Upon contact with another player, even if they weren’t the one targeted, it explodes in a burst of black goo that deals 95 damage and covers the victim in black slime, knocking them out for 5 seconds, then slowing down their movements for 15 seconds after while also receiving a Mutant Mark. Should this bring a player’s health to 0 and kill them, they will melt into more black goo and vanish into a puddle that stays there for the rest of the game (Unless they are a Monster, in which it will disappear shortly after). Monsters cannot see the parasite-like creature, so the Mages can use them as a defense against the Tamer if they are careful enough.
Haunter 	Level 150+
175 Emeralds 	“A mysterious threat who turns school rooms into execution chambers.”
Special Ability: Can only be used when in an indoor room (That is not the Dorm Hall). When used, the Mutant will “Haunt” that room, and the floor in there will glow red to them [CD: 10 sec.]. When all the doors in that room are closed and the Mutant is inside, the entire room will rapidly flash red (For all players), the lights will go out, and all players inside will appear to be suffering terrible headaches, rendering all of them except for the Mutant unable to do anything but run around, all of which will stop after 6 seconds (This can occur once every 20 seconds with the same room). This deals a total of 90 damage to every Mage that is trapped inside (7.5 over time), whilst any Monsters are simply killed instantly after a second. If any Mages would be killed by it, they will remain at 1 health until the final second when the room goes pitch black for a second, in which they will disappear. One body part of the Mutant and each Mage killed will appear sticking out of the walls, ceiling and floor for the rest of the game. Anyone who survives will receive a Mutant Mark. During the damaging effect, all doors will be locked to prevent escape, though if the room has windows or there is an open Wormhole placed inside, it may still be possible for Mages to escape and take less damage.
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