Gene Locks

Gene LockGene Lock基因锁A seal on human potential. Opening it grants enormous power in moments of crisis. rules

A Gene Lock is the most basic potential hidden in the human body. A large part of human genes goes unused. These genes are a record of the path life on Earth took as it evolved: from the most primitive single-celled life, to fish, to reptiles, to humans, gene fragments of many kinds can be found in them, and even some genes whose use and origin humans still don't know. Opening a Gene Lock means waking these dormant gene fragments, breaking the body's limits to use its hidden potential. But too much is as bad as too little: whenever a limit is broken, there is always a price for breaking it... and the price of opening a Gene Lock is life itself...

On average, more than eighty percent of people actually have the potential to open a Gene Lock: sensing danger and using it to spur the body's potential. If such a person doesn't die in the danger, they are close to opening a Gene Lock. If they are made of better stuff, they may well open a Gene Lock at the brink of life and death; this is the so-called burst of potential in an emergency. Real life has many examples, such as an old man lifting a truck to save his grandson, or a mother in an earthquake holding up half a pillar for her child. Such things actually happen a lot, but these people usually die after the burst. MedicineMedicine医学Knowledge of the body, from first aid to surgery. guesses it was sudden death of the body, which is not quite right but not far off either: the body simply can't withstand a burst beyond its limits, so it dies soon after...

Note: although the Gene Lock rollroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'. is called a roll, it isn't one. It isn't affected by any ability that adds to a roll's result or DPdice pool骰池How many d10s a roll uses, usually Attribute + Skill + modifiers. Written DP., unless stated otherwise. But a Gene Lock roll can be rerolled by abilities that affect non-rolls (such as "Legendary Manipulation").

Note: a Gene Lock can only be opened if that stage of Gene Lock isn't open yet, whether it is opened actively or passively.

The conditions for opening a Gene Lock are:

  1. Taking lethal damagelethal damage致命伤害Serious damage, written L: blades and bullets. in a single hit equal to or more than half your maximum HealthHealth生命值How much damage a character can take, tracked by grade: H (healthy), B, L, A. Written HP..

  2. Taking aggravated damageaggravated damage恶性伤害The worst damage grade, written A. Very hard to heal..

  3. Someone you cherish, or a teammate, taking lethal-level damage.

  4. Taking lethal-level damage yourself.

  5. Pouring your whole being into something extremely urgent and important. (The STStoryteller主持人The person who runs the game and speaks for the world; ST for short. may choose to use this one.)

Addendum 1: in any case, taking bashing damagebashing damage冲击伤害The lightest damage grade, written B: punches, kicks, blunt blows. can't open a Gene Lock.

Addendum 2: when a player's maximum Health is reduced, work out the conditions using the current maximum Health.

Addendum 3: self-harming SkillsSkill技能A learned ability. Attribute + Skill makes most dice pools., TechniquesTechnique招式A specific move within an Art., and similar abilities can't open your Gene Lock, even if they would kill you.

Addendum 4: under no conditions can accidental or deliberate harm from teammates, allies, or the like open your Gene Lock.

Examples:

Case 1) A player with 10 healthy Health takes 10B damage. In this case, they can't open their Gene Lock.

Case 2) A player with 10 healthy Health takes 15B damage. After conversion, the player ends up taking 5L5B. In this case, they took lethal damage equal to half their Health in one hit, so they can open their Gene Lock.

Case 3) A player with 10 Health who has already taken 4L takes another 4L. In this case, the damage taken in one hit didn't reach half their total Health, so they can't open their Gene Lock.

Case 4) A player with 7 healthy and 3L takes 5L damage. In this case, they can open their Gene Lock.

Case 5) A player with 11 healthy Health takes 5L damage. In this case, they can't open their Gene Lock, but if they took 6L, they could.

Case 6) A player with 2 healthy and 8L takes 3L damage. After conversion, they end up with 1A9L. In this case, aggravated damage was dealt, so they can open their Gene Lock.

Case 7) A player with 4 healthy and 6L takes 6L damage. After conversion, they end up with 8L2A. In this case, the damage was over half and aggravated damage was dealt, so they can open their Gene Lock; although both conditions are met, they only get one chance to open it.

Case 8) A player with 10 healthy Health takes 1A damage. In this case, they can open their Gene Lock.

Extraordinary moments:

Opening a Gene Lock for the first time usually comes with an extraordinary moment as a reward.

An extraordinary moment is an astonishing act the character performs in a burst of potential. It can usually be chosen from these:

Ignore the gap in strength and kill the opponent in one blow. (Depending on the situation, the ST may downgrade this to treating every attack die as a 10, with no rerolls.)

Succeed at one action outright, with no roll. (Depending on the situation, the ST may downgrade this to treating every die as a 10, with no rerolls.)

Negate this damage.

Carry a badly wounded teammate out of the enemy's encirclement without a scratch.

An extraordinary moment can only be canceled by another extraordinary moment.

Based on their story and setting, the ST may give a player who opens a Gene Lock rewards other than an extraordinary moment. For these, look up the "house rulehouse rule房规An extra rule an ST adds for their own campaign. It overrides the rulebook." entry on the "Common Slang" page.

The ST can also add to or cut from the extraordinary moment options based on the story and setting.

First-stage Gene Lock:

Opening the first-stage Gene Lock means releasing a living thing's potential to evolve. From then on, whenever you need to, you can become a genius in any field. After opening the first-stage Gene Lock, you can release the combat instincts of ancient humans. Your IntelligenceIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks. decides how well you can guide these combat instincts, and your PerceptionPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. decides how much of them you can draw on; the instincts you draw on show up as your focus.

Opening passively:

At any time when your life, or the life of someone you value even more than yourself, is in extreme danger (see above), you get one chance to open your Gene Lock. Roll a D10; if the result is 10 or higher, you open your Gene Lock. Each time you fail to open your first-stage Gene Lock, your result on the next attempt to open it gets +1; this is called Gene Lock proficiency. Also, if you haven't opened your first-stage Gene Lock, your proficiency rises by 1 automatically at the end of each horror film. If you have no Gene Lock, you don't gain Gene Lock proficiency.

Opening actively:

Once you have opened your first-stage Gene Lock once, you fully master it, and can now open it actively as a free actionfree action自由动作An action that takes almost no time, like speaking a few words.. While the Gene Lock is open, it costs 1 WillpowerWillpower意志力A character's mental reserve, spent to boost rolls or fuel abilities. each roundround轮The time in which everyone in a fight acts once.. You can open your first-stage Gene Lock actively no more times per FilmFilm影片A mission world the Overseer sends Reincarnators into, usually based on a movie, novel, or game. than your highest Legendary AttributeLegendary Attribute传奇属性An Attribute level beyond human limits, granting extra general effects..

Closing:

Closing the first-stage Gene Lock is a free action.

Effects:

While your first-stage Gene Lock is open, you gain one of these two effects, chosen when you open it:

  1. When using any Skill, you count as having the Skill at (Gene Lock stage x 1) higher than your rating, but you don't gain new extra successesextra success附加成功Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded. or any extra effects. Likewise, you count as having every SpecialtySpecialty专业A focus within a Skill that gives a specialty bonus on related rolls. in every Skill, but you don't gain specialty bonusesspecialty bonus专业加值A bonus from a Skill Specialty. you don't have; you just don't suffer the no-Specialty penalty.

  2. The first time you open your Gene Lock and choose this effect, choose one of these abilities: darkvisiondarkvision黑暗视觉Seeing even in total darkness.; spirit sightspirit sight灵感视觉Seeing spirits and other unseen beings.; spider climbspider climb蛛行术Walking on walls and ceilings like a spider.; immunityimmunity免疫Complete protection from a kind of effect, but only from sources of equal or lower Rank. to UnrankedUnranked无支线The lowest power grade, below D-Rank. Talents, flaws, and basic combat effects count as Unranked. disease and poison; immunity to falling; immunity to unconsciousness and worsening from injuries; perfect memory; walking on water. Once chosen, it can't be changed, and from then on you gain that ability whenever you open this stage of Gene Lock and choose this effect. If the ST allows it, you can also make up another ability as your superpower for this stage.

This is a superpower you developed from the memories in your own genes, so no negative effect can cancel it.

Duration:

You can keep your first-stage Gene Lock open for a number of rounds equal to the lowest of your StaminaStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks., ComposureComposure沉着Calm and quick thinking; keeping your head under pressure. Supernaturally, the vitality of the mind. Abbreviated COM in checks., and ResolveResolve决心Decisiveness and determination, and stubbornness too. Supernaturally, the strength of the spirit. Abbreviated RES in checks.. Beyond that, each extra round costs extra Willpower equal to the number of rounds over (so the first round over costs 2, the second round over costs 3, and so on), and you take 2 pain points each round that can't be reduced. While you keep the Gene Lock open, you don't suffer the pain and Stamina damage; it builds up and hits you the moment you close the Gene Lock. But if the pain points build up to devastating consequences, the Gene Lock closes at once.

Pain points from the Gene Lock stack.

Extra reward:

Only the first time you successfully open your first-stage Gene Lock, the ST should give the player one extraordinary moment.

Example:

In a Resident Evil film, Player A is first beaten black and blue by zombies, meeting the conditions for opening his Gene Lock, but doesn't manage to open his first-stage Gene Lock. The next time he tries to open his Gene Lock, his final result gets +1.

Next, he gets pounded by a Tyrant, meeting the conditions again, but still doesn't open his first-stage Gene Lock. The next time he tries, his final result gets +2.

Then the boss takes him from full Health to near death in one move, meeting the conditions again, but he still doesn't open his first-stage Gene Lock. The next time he tries, his final result gets +3.

Second-stage Gene Lock:

The second stage of the Gene Lock means a living thing can control its body at the cellular level, wasting as little energy as possible when it acts.

Opening passively:

From the Film after you open your first-stage Gene Lock, when you face a similar situation, you get one chance to raise your Gene Lock stage. Roll 2D10; if the result is 18 or higher, you open your second-stage Gene Lock. Each time you fail to open your second-stage Gene Lock, your result on the next attempt gets +1; this is called Gene Lock proficiency. Also, if you haven't opened your second-stage Gene Lock, your proficiency rises by 1 automatically at the end of each horror film. If you have no Gene Lock, you don't gain Gene Lock proficiency.

Opening actively:

Once you have opened your second-stage Gene Lock once, you fully master it, and can now open it actively as a free action while your first-stage Gene Lock is open. While the Gene Lock is open, it costs 1 Willpower each round. You can open your second-stage Gene Lock actively no more times per Film than your highest Legendary Attribute.

Closing:

Closing the second-stage Gene Lock is a free action. Note that this closes all your Gene Locks at once, rather than dropping back from the second stage to the first.

Effects:

While your second-stage Gene Lock is open, you keep the effects of the first stage. You gain one of these three effects, chosen when you open the second stage:

  1. Choose one: sensory rangesensory range敏感范围How far around them a character can notice things. + (Gene Lock stage) x 30, base movement speed + (Gene Lock stage) x 5, or InitiativeInitiative先攻The value that sets turn order in combat. + (Gene Lock stage) x 3. If other effects also apply to that derived value, the second-stage Gene Lock's effect is added last.

  2. The first time you open this stage and choose this effect, choose one of these abilities: immunity to difficult terrain; immunity to D-Rank disease and poison; immunity to called shots; flight equal to your base speed (mobilitymobility机动性How nimble a mode of movement like flight is: perfect, good, average, clumsy, or none. average); underwater movement equal to your base speed (mobility average); fast healingfast healing快速医疗Automatically healing some damage every round. 1; blindsenseblindsense盲感Noticing nearby creatures without sight. equal to your sensory range (counts as D-Rank Natural EssenceNatural Essence自然本质The Essence of things that exist naturally in the real world. detection); invisibilityinvisibility隐形Unable to be seen. (counts as D-Rank Natural Essence anti-detection). Once chosen, it can't be changed, and from then on you gain that ability whenever you open this stage and choose this effect. If the ST allows it, you can also make up another ability as your superpower for this stage.

  3. Your next Skill roll gains (Gene Lock stage x 2) extra successes. As a special rule, if you choose this effect, you leave the Gene Lock state as soon as the roll is done.

Duration:

You can keep your second-stage Gene Lock open for a number of rounds equal to the lowest of your Stamina, Composure, and Resolve. Beyond that, each extra round costs extra Willpower equal to the number of rounds over (so the first round over costs 2, the second round over costs 3, and so on), and you take 2 pain points each round that can't be reduced. While you keep the Gene Lock open, you don't suffer the pain and Stamina damage; it builds up and hits you the moment you close the Gene Lock. But if the pain points build up to devastating consequences, the Gene Lock closes at once.

Pain points from the Gene Lock stack.

Extra reward:

Only the first time you successfully open your second-stage Gene Lock, the ST should give the player one extraordinary moment.

Third-stage Gene Lock:

The third stage of the Gene Lock turns from the outside inward. It lets you keep developing regions of your brain, or simulate other people's ways of thinking.

Opening passively:

Two horror films after you first open your second-stage Gene Lock (not counting the one where you opened it), when you face a similar situation, you get one chance to raise your Gene Lock stage. Roll 3D10; if the result is 27 or higher, you open your third-stage Gene Lock. Each time you fail to open your third-stage Gene Lock, your result on the next attempt gets +1; this is called Gene Lock proficiency. Also, if you haven't opened your third-stage Gene Lock, your proficiency rises by 1 automatically at the end of each horror film. If you have no Gene Lock, you don't gain Gene Lock proficiency.

Opening actively:

Once you have opened your third-stage Gene Lock, you can open it actively while your second-stage Gene Lock is open, as a free action. While the Gene Lock is open, it costs 1 Willpower each round. You can open your third-stage Gene Lock actively no more times per Film than half your highest Legendary Attribute.

Closing:

Closing the third-stage Gene Lock is a free action. Note that this closes all your Gene Locks at once, rather than dropping back to the second or first stage.

Effects:

While your third-stage Gene Lock is open, you keep the effects of the first and second stages. You gain one of these three effects, chosen when you open the third stage:

  1. One of your abilities briefly gets a boost to one of its rangerange射程How far a ranged attack reaches: base range and maximum range., area, or duration, which becomes its base value x (Gene Lock stage / 2). If other effects also apply to that derived value, the third-stage Gene Lock's effect is worked out first.

  2. The first time you open this stage and choose this effect, choose one of these abilities: immunity to B-Rank disease and poison; fast healing 2; blindsightblindsight盲视Pinpointing nearby creatures without sight. equal to your sensory range (counts as C-Rank Natural Essence detection); invisibility (counts as C-Rank Natural Essence anti-detection); tremorsensetremorsense颤动感知Sensing creatures through vibrations in the ground. equal to your approximate range; becoming incorporealincorporeal虚体Able to pass through matter and hard to harm with physical attacks.; [Hazard-ProofHazard-Proof三防Protects against high pressure, vacuum, and extreme temperatures, and blocks inhaled gases.]. Once chosen, it can't be changed, and from then on you gain that ability whenever you open this stage and choose this effect. If the ST allows it, you can also make up another ability as your superpower for this stage.
    As a special rule, while this effect is active, you don't keep the effects of the lower stages.

  3. You briefly lose one active Skill you have, counting as never having bought it, and all its effects end at once. Then choose a Skill of the same or a lower level, from a Skill tree you have and whose learning requirements you meet, to simulate; you count as having bought it. When your third-stage Gene Lock closes, all effects of that Skill end at once.

Once you have opened your third-stage Gene Lock, the time you can keep your first and second stages open doubles.

Duration:

You can keep your third-stage Gene Lock open for a number of rounds equal to the lowest of your Composure, Resolve, and Intelligence. Beyond that, each extra round costs extra Willpower equal to the number of rounds over (so the first round over costs 2, the second round over costs 3, and so on), and you also take 1 Intelligence damage each round. Unlike the first and second stages, you suffer this drawback while the third stage is open.

Notes:

In any case, the basic uses of Energy PoolsEnergy Pool能量池Energy that powers abilities, such as mana, inner force, or chakra. and resourcesresource资源Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more. that came free with something else can't be simulated.

No Skill with a limited number of uses can be lost or simulated with the third-stage Gene Lock.

For development, heightening, and the like, you can pay resources to gain the developed or heightened effect, and when you simulate it again, it is still in its developed and heightened state; you don't need to put in resources again.

Fourth-stage Gene Lock:

The fourth-stage Gene Lock has three levels: initial, middle, and high.

Fourth-stage Gene Lock, initial:

Opening passively:

From the horror film after you first open your third-stage Gene Lock, when you face a similar situation, you get one chance to raise your Gene Lock stage. Roll 4D10; if the result is 36 or higher, you open your fourth-stage Gene Lock. Each time you fail to open your fourth-stage Gene Lock, your result on the next attempt gets +1; this is called Gene Lock proficiency. Also, if you haven't opened your fourth-stage Gene Lock, your proficiency rises by 1 automatically at the end of each horror film. If you have no Gene Lock, you don't gain Gene Lock proficiency.

Opening actively:

Once you have opened your fourth-stage Gene Lock, you can open it actively while your third-stage Gene Lock is open, as a free action. While the fourth-stage Gene Lock is open, it costs 2 Willpower each round. You can open your fourth-stage Gene Lock actively no more times per Film than a quarter of your highest Legendary Attribute.

Closing:

You can close all your Gene Locks as a free action. You can't drop back from a higher stage to a lower one.

Effects:

While your fourth-stage Gene Lock is open, you keep the effects of the first, second, and third stages. On top of that, you gain these two abilities:

Gene self-control: as a free action, you can spend 10 Willpower to choose one Attribute and gain a 20-point perfect bonusperfect bonus完美加值A special bonus that stacks with any other bonus. on rolls with it for a while. All targets within (that Attribute x 10) meters whose value in that Attribute is lower than yours feel intense pressure, and their sense of how dangerous you are rises to the maximum. This is an S-Rank mind-affecting effect.

Fine control: this ability shows in your control of energy, and also has roughly two uses: controlling your own energy, and guiding other people's.

When you use an ability that costs energy, you can spend an extra amount equal to the base energy cost; if the base cost isn't a fixed value, double it once it is set. The extra energy brings no other effect and triggers no other effect. The ability's area and range double; abilities with no area or range aren't affected. If other effects also apply to the area and range, the fourth-stage Gene Lock's effect is worked out last.

If someone has the same general Energy Pool as you, you can take a readied actionreadied action准备动作An action prepared in advance and taken when a chosen trigger happens. targeting one of them nearby, letting them use your energy of the same kind when they spend energy. Likewise, under the same conditions, you can spend a move actionmove action移动动作Moving, or anything that takes as long. to use the same energy of one willing target nearby when you spend general energy this turnturn回合One character's moment to act within a round..

Once you have opened your fourth-stage Gene Lock, the time you can keep your third stage open doubles, making the times for the first, second, and third stages the same.

Duration:

You can keep your fourth-stage Gene Lock open for a number of rounds equal to the lowest of your Composure, Resolve, and Intelligence. Beyond that, each extra round costs extra Willpower equal to the number of rounds over (so the first round over costs 2, the second round over costs 3, and so on), you also take 2 pain points each round that can't be reduced, and 2 Stamina damage every three rounds. While you keep the Gene Lock open, you don't suffer the pain and Stamina damage; it builds up and hits you the moment you close the Gene Lock. But if the pain points build up to devastating consequences, the Gene Lock closes at once.

Pain points from the Gene Lock stack.

Fourth-stage Gene Lock, middle:

Opening actively:

Your proficiency with the initial fourth stage keeps building after you open it, and from then on it rises by 1 whether a passive attempt succeeds or fails. Once you can open the initial fourth stage at will (that is, proficiency +36), you skip past the initial level straight to the middle level of the fourth stage.

Effects:

You gain these abilities:

Immunity to erasure: from now on, you are immune to erasure by the Overseerthe Overseer主神The giant sphere of light at the center of the Overseer's Space. It summons Reincarnators, sells upgrades, heals and revives, and erases those who break its rules..

Mind barrier: you are immune to every mind-based effect on you, which counts as an A-Rank immunity. But you can choose to accept such an effect, and break the barrier at any time as a free action. Unless the effect's user has also reached the middle of the fourth stage, even an ability that can break through immunity to mind-affecting effects is nullified by the gap in Gene Locks.

The base number of times you can open your fourth-stage Gene Lock doubles.

You gain the Light of the Soul, which counts as immediately gaining an A + 8,000 self-made Skill. You can only use it while your fourth-stage Gene Lock is open, and all its effects end when the fourth stage ends.

Light of the Soul: the Light of the Soul is an ability unique to each ReincarnatorReincarnator轮回者Someone summoned by the Overseer who survived their first Film; the player characters.. You need to design your own Light of the Soul, working it out with the ST until you agree.

Duration:

You can keep your fourth-stage Gene Lock open for a number of rounds equal to your lowest Legendary Attribute x 3. Beyond that, each extra round gives you 2 pain points that can't be reduced, and 2 Stamina damage every three rounds. While you keep the Gene Lock open, you don't suffer the pain and Stamina damage; it builds up and hits you the moment you close the Gene Lock. But if the pain points build up to devastating consequences, the Gene Lock closes at once.

Fourth-stage Gene Lock, high:

Opening actively:

To rise from the middle to the high level of the fourth stage, a character must overcome their inner demon.

Once per horror film, you can choose to challenge your inner demon.

When you challenge your inner demon, you enter your own inner dreamscape, but time passes outside at the same rate: however long you spend in the dreamscape, the same time passes outside. Triggering it in combat is extremely dangerous, because from the outside you can't control your character, though you can act on instinct.
This perilous trial takes a different form for each person. Usually the inner demon itself ties into the character's ViceVice罪恶A dark impulse the character struggles to resist. and background, and the way to overcome it ties into their VirtueVirtue美德A noble quality the character holds to.. The ST decides how it takes shape and how to judge whether it is passed. The ST can design a separate story for the character, drawn from their experiences in the Infinite or their background, or simply copy the character and have them fight it on completely equal terms.

Effects:

Besides keeping all the effects above, you also gain these abilities:

You gain Godhood, which counts as divine rank 0 (see Transcendence and Divinity).

Your Light of the Soul is upgraded and becomes an S + 16,000 Skill. Under no circumstances can the Light of the Soul be copied or learned by any other target. Here are some abilities turned into numbers:

Hidden Dragon Transformation: (upper fourth stage) Zheng Zha, the original protagonist

Prerequisites: Strength 30+, DexterityDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. 30+, Stamina 30+

Costs 5 Willpower to activate. Once active, it lasts (your Stamina) rounds. When the duration ends, you can spend 1 Willpower to keep it going and restart the count.

Attribute amplification: you gain a 10-point perfect bonus to Strength, a 10-point perfect bonus to Dexterity, and a 10-point perfect bonus to Stamina. For certain effects, these bonusesbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest. count as gained with XP.

Dragon's wings: you gain perfect flight equal to your base land speed.

Dragon's scales: you gain Natural ArmorNatural Armor天生防御A defense bonus from tough hide or other natural traits. equal to your Stamina.

Inch Gleam: (middle fourth stage) Zhao Zhuikong, from the original novel

Prerequisite: Dexterity 40+

Costs 5 Willpower to activate. Once active, it lasts (your WillWill意志值How steadfast a character's mind is: Resolve + Composure. It is also the Willpower maximum.) rounds. When the duration ends, you can spend 1 Willpower to keep it going and restart the count.

Attribute amplification: you gain a 20-point perfect bonus to Dexterity. For certain effects, these bonuses count as gained with XP.

Always a little faster than you: when attacked, your Base DefenseBase Defense基础防御A character's basic defense without gear. doubles, as if you had moved out of the attacker's range. This also works against area attacksarea attack范围攻击An attack that hits everything in an area. Targets usually make a Reflex save.. You are also immune to being flat-footedflat-footed措手不及Caught unready; usually unable to use defense bonuses., to [High SpeedHigh Speed高速[High Speed X]: the target's Base + Dodge + Parry Defense drop by X.], and to the multiple-attack penaltymultiple attacks多次攻击Attacking more than once in a round, which brings a multiple-attack penalty.; this is an S-Rank effect. And targets of your attacks are flat-footed against them; this is an S-Rank flat-footed effect.

Absolute speed: you use your Dexterity to work out your Base Defense.

Mirror: (middle fourth stage) Zhao Yingkong, from the original novel

Prerequisite: the mental disordermental disorder精神异常A lasting psychological condition from mental trauma. split personality

Activated as a free action on your own turn, for 1 Willpower each time.

Clone: you summon a clone within your sensory range. The clone has exactly your Attributes, all your actions, and can use all your Techniques and Skills. A target is flat-footed against your clone's first attack. At the end of your turn, you can choose to keep the clone or dismissdismiss解消Ending an ongoing effect at will. it.

Duration:

This level's effects are passive, so they have no duration.

Fifth-stage Gene Lock:

The fifth-stage Gene Lock is control over energy, the so-called level of a saint. In the Infinite Horror setting, entering it already requires a "saint's seat"; how it is gained and what it does are set by the ST, and aren't detailed here.

In EssenceEssence本质The fundamental nature of a resource or effect: Natural, Technological, Magical, or Anomalous., saints' seats are limited, and a creature can only gain one in the story, which means gaining the matching divine domain or Dao. The simplest, most direct way is to slay a god while you have Godhood and the abilities of the fourth stage, and absorb that god's divine domain through your Godhood.

Note: although many abilities give you Godhood that can hold a saint's seat, without the high level of the fourth stage, you won't open the fifth stage even with a very high divine rank, because you would wield such power without understanding it.

Opening actively:

You can only enter the fifth-stage Gene Lock from the high level of the fourth stage.

The exact requirements aren't clear yet.

Effects:

See the Transcendence and Divinity rules.

Duration:

Not clear yet.