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{{Biotech}}
 
{{Biotech}}
{{Recode|reason=Finish adding xenotype icons to genes.}}
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{{Stub}}
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}
+
'''Genes''' are a system for adding capabilties to [[human]] pawns.  
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].
 
  
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls the rate at which pawns get [[Saturation|hungry]]. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.
+
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls how much food a human needs to eat. Harmful genes will improve their metabolism, so they don't need to eat as much, while helpful genes will worsen their metabolism, making them eat more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.
  
Note that genes with over [[File:Metabolism.png|20px|Metabolism]] 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.
+
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).
 
 
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).{{Check Tag|Detail needed|Specific math}}
 
 
 
The type of gene is shown both by its position in the gene tab of the pawn and its background:
 
* [[File:GeneBackground Endogene.png|32px]] Germline Genes
 
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes
 
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes
 
  
 
== Archite ==
 
== Archite ==
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{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 }}
 
! Name
 
! Name
 
! Description
 
! Description
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! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Archite capsule required.png|20px|Archite capsules]]
 
! [[File:Archite capsule required.png|20px|Archite capsules]]
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Exclude
 
 
|- id="Scarless"
 
! Scarless<br>[[File:Gene_TotalHealing.png|64px]]
 
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''
 
----
 
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].
 
| '''0'''
 
| {{Bad|4}}
 
| {{Bad|1}}
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| -
 
  
 
|- id="Gene implanter"
 
|- id="Gene implanter"
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----
 
----
 
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes
 
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''
+
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process.\n\nWhen implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''
 
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards.  
 
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards.  
 
:* Using this ability while genes are regrowing kills the casting pawn.
 
:* Using this ability while genes are regrowing kills the casting pawn.
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| {{Bad|3}}
 
| {{Bad|3}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| -
 
  
 
|- id="Perfect immunity"
 
|- id="Perfect immunity"
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----
 
----
 
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.
 
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.
 
 
| '''0'''
 
| '''0'''
 
| {{Bad|3}}
 
| {{Bad|3}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| Immunity
 
  
 
|- id="Non-senescent"
 
|- id="Non-senescent"
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----
 
----
 
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).
 
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])
 
**Does ''not'' affect pre-existing conditions.
 
 
 
| ''' 0'''
 
| ''' 0'''
 
| {{Bad|3}}
 
| {{Bad|3}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
+
 
| -
+
|- id="Scarless"
 +
! Scarless<br>[[File:Gene_TotalHealing.png|64px]]
 +
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''
 +
----
 +
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].
 +
| '''0'''
 +
| {{Bad|4}}
 +
| {{Bad|1}}
  
 
|- id="Ageless"
 
|- id="Ageless"
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| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''
 
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''
 
----
 
----
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.
+
* Aging ×? at age 13
* Aging ×0 at age 18.5.
+
* Aging ×0 at age 18
 
| '''0'''
 
| '''0'''
 
| {{Bad|3}}
 
| {{Bad|3}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| -
 
  
 
|- id="Deathless"
 
|- id="Deathless"
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| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''
 
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''
 
----
 
----
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.
+
* If a pawn would've died, but the brain (or head/neck) is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.
** Does not regenerate limbs or organs, except for the torso.
+
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.
 
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.
 
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.
 
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)
 
 
| '''0'''
 
| '''0'''
 
| {{Bad|7}}
 
| {{Bad|7}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| -
 
  
 
|- id="Archite metabolism"
 
|- id="Archite metabolism"
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----
 
----
 
* Increases metabolic efficiency. No other effect.
 
* Increases metabolic efficiency. No other effect.
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)
 
 
| {{+|6}}
 
| {{+|6}}
 
| {{Bad|6}}
 
| {{Bad|6}}
 
| {{Bad|2}}
 
| {{Bad|2}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| -
 
 
|}
 
|}
 
</div>
 
</div>
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</li></div>
 
</li></div>
  
== Special abilities ==
+
== Ability ==
{{Stub|section=1|reason=Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed}}
 
 
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{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 }}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! [[File:Baseliner.png|20px|link=Xenotypes]]
+
! Prereq.
 +
! Exclude
  
 
|- id="Fire spew"
 
|- id="Fire spew"
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:* Target: Pawn or Location
 
:* Target: Pawn or Location
 
:* Warmup Time: {{Ticks|60}}
 
:* Warmup Time: {{Ticks|60}}
:* Cooldown: {{Ticks/gametime|300000}}
+
:* Cooldown: {{Ticks|300000}}
 
:* Charges: 1
 
:* Charges: 1
 
:* AI Can Use: True. Note: AI will still target fire-immune targets.
 
:* AI Can Use: True. Note: AI will still target fire-immune targets.
* Market value of [[genepack]]s containing this gene: ×150%
+
* [[Market Value]] Factor: 1.5
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Impid.png|32px|link=Impids]]
+
| -
 +
| -
 +
 
  
 
|- id="Foam spray"
 
|- id="Foam spray"
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* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray
 
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray
 
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.''  
 
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.''  
:* Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves [[firefoam]] filth on the ground, extinguishing fires and preventing new ones from igniting.
+
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}
 
:* Target: Pawn or Location
 
:* Target: Pawn or Location
 
:* Warmup Time: {{Ticks|60}}
 
:* Warmup Time: {{Ticks|60}}
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.
+
:* Cooldown: {{Ticks|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}
 
:* Charges: 3
 
:* Charges: 3
 
:* AI Can Use: False.
 
:* AI Can Use: False.
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
+
| ?
 +
| ?
  
 
|- id="Animal warcall"
 
|- id="Animal warcall"
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:* Range: 49.9 tiles
 
:* Range: 49.9 tiles
 
:* Warmup Time: {{Ticks|120}}
 
:* Warmup Time: {{Ticks|120}}
:* Cooldown: {{Ticks/gametime|900000}} per charge.
+
:* Cooldown: {{Ticks|900000}} per charge.
 
:* Charges: 2
 
:* Charges: 2
 
:* AI Can Use: True
 
:* AI Can Use: True
| {{--|3}}
+
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Yttakin.png|32px|link=Yttakin]]
+
| ?
 +
| ?
  
 
|- id="Acid spray"
 
|- id="Acid spray"
 
! Acid spray<br>[[File:Gene_AcidSpray.png|64px]]
 
! Acid spray<br>[[File:Gene_AcidSpray.png|64px]]
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them.''  
+
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them over time.''  
 
----
 
----
 
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray
 
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.''
+
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.''  
:* Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a harmless "spent acid" filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.
+
:* Spits acid ??? .{{Check Tag|Detail Needed|Damage? Filth? Coverage? DoT? etc.}}
 
:* Target: Pawn or Location
 
:* Target: Pawn or Location
 
:* Warmup Time: {{Ticks|60}}
 
:* Warmup Time: {{Ticks|60}}
:* Cooldown: {{Ticks/gametime|30000}}
+
:* Cooldown: {{Ticks|30000}}
 
:* Charges: 1
 
:* Charges: 1
 
:* AI Can Use: True.
 
:* AI Can Use: True.
* Market value of [[genepack]]s containing this gene: ×150%
+
* [[Market Value]] Factor: 1.5
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
+
| ?
 +
| ?
 
|}
 
|}
 
</div>
 
</div>
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== Hemogen ==
 
== Hemogen ==
{{Stub|section=1|reason=Hemogen craving effects}}
 
  
 
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{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 }}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! Prereq.
 
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
  
|- id="Hemogenic"
+
|- id="Bloodfeeder"
! Hemogenic<br>[[File:Gene_Hemogenic.png|64px]]
+
! Bloodfeeder<br>[[File:Gene_Bloodfeeder.png|64px]]
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes. Carriers lose 2 hemogen per day from biological entropy.''  
+
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.''
 +
----
 +
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed
 +
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''
 +
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's.  
 +
:** Target will gain {{--|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).
 +
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.
 +
:* Target: Single human target
 +
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.
 +
*{{+|2}} [[mood]] when near a [[blood torch]].
 
----
 
----
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.
+
*Interaction with ''Bloodfeeders'' [[precept]].{{IdeologyIcon}}  
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.
+
** Bloodfeeders: Revered. Other believers have a higher [[opinion]] towards bloodfeeders, increased mood when bloodfeeders are in the colony, negates moodlet for being fed on.
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. <br>Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.
+
** Bloodfeeders: Reviled. Other believers have a lower [[opinion]] towards bloodfeeders, decreased mood when bloodfeeders are in the colony.
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]
+
 
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]
+
| {{--|1}}
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]
 
| {{+|1}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
 
|- id="Hemogen drain"
 
! Hemogen drain<br>[[File:Gene_HemogenDrain.png|64px]]
 
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''
 
----
 
*{{--|8}} [[Hemogen]] per day.
 
 
| {{+|6}}
 
| {{Bad|1}}
 
| Hemogenic
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
  
 
|- id="Coagulate"
 
|- id="Coagulate"
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* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate
 
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate
 
:''Use special glands in the wrists to quickly tend someone's wounds.''  
 
:''Use special glands in the wrists to quickly tend someone's wounds.''  
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}
+
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}
 
:* Target: Single target in [[LoS]]
 
:* Target: Single target in [[LoS]]
 
:* Range: 3.9 tiles
 
:* Range: 3.9 tiles
 
:* Warmup Time: {{Ticks|60}}
 
:* Warmup Time: {{Ticks|60}}
:* [[Hemogen]] Cost: 20
+
:* Hemogen Cost: 20
 
:* AI Can Use: ?
 
:* AI Can Use: ?
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| Hemogenic
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
  
|- id="Bloodfeeder"
+
|- id="Piercing spine"
! Bloodfeeder<br>[[File:Gene_Bloodfeeder.png|64px]]
+
! Piercing Spine<br>[[File:Gene_PiercingSpine.png|64px]]
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.''  
+
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.''  
 
----
 
----
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed
+
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''
+
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.''  
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's.
+
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[masochist]] trait and [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).
+
:* Target: Single target in [[LoS]]
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}
+
:* Range: 3.9 tiles
:** Bloodfeeder must have a non-0% [[Eating]] capacity.
+
:* Warmup Time: {{Ticks|30}}
:* Target: Single human target. Target must not having Bloodfeeder gene. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].
+
:* Cooldown Time: {{Ticks|60}}
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.
+
:* Hemogen Cost: 20
*{{+|2}} [[mood]] when near a [[blood torch]].
+
:* AI Can Use: True
----
 
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}  
 
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders,  negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.
 
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.
 
 
 
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| Hemogenic
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
  
|- id="Longjump legs"
+
|- id="Hemogenic"
 +
! Hemogenic<br>[[File:Gene_Hemogenic.png|64px]]
 +
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.''
 +
----
 +
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.
 +
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.
 +
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.
 +
| {{+|1}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Hemogen drain"
 +
! Hemogen drain<br>[[File:Gene_HemogenDrain.png|64px]]
 +
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''
 +
----
 +
*{{--|8}} Hemogen per day.
 +
 
 +
| {{+|6}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Longjump legs"
 
! Longjump legs<br>[[File:Gene_LongJumpLegs.png|64px]]
 
! Longjump legs<br>[[File:Gene_LongJumpLegs.png|64px]]
 
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.''  
 
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.''  
Line 297: Line 272:
 
:* Range: 19.9 tiles
 
:* Range: 19.9 tiles
 
:* Warmup Time: {{Ticks|30}}
 
:* Warmup Time: {{Ticks|30}}
:* [[Hemogen]] Cost: 5
+
:* Hemogen Cost: 5
 
:* AI Can Use: False
 
:* AI Can Use: False
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| Hemogenic
+
| ?
| [[File:Sanguophage.png|32px|link=Sanguophages]]
+
| ?
 
 
|- id="Piercing spine"
 
! Piercing spine<br>[[File:Gene_PiercingSpine.png|64px]]
 
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.''
 
----
 
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine
 
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.''
 
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.
 
:* Target: Single target in [[LoS]]
 
:* Range: 3.9 tiles
 
:* Warmup Time: {{Ticks|30}}
 
:* Cooldown Time: {{Ticks|60}}
 
:* [[Hemogen]] Cost: 20
 
:* AI Can Use: True
 
* Market value of [[genepack]]s containing this gene: ×150%
 
| {{--|1}}
 
| {{Bad|1}}
 
| Hemogenic
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
  
 
|- id="Deathrest"
 
|- id="Deathrest"
 
! Deathrest<br>[[File:Gene_Deathrest.png|64px]]
 
! Deathrest<br>[[File:Gene_Deathrest.png|64px]]
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''
+
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''  
 
----
 
----
 
*Creates a need for [[deathrest]] roughly every 30 days.  
 
*Creates a need for [[deathrest]] roughly every 30 days.  
**Deathrest is initiated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.
+
**Deathrest is initated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.
+
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.
 
**See the [[deathrest|deathrest article]] for more details.
 
**See the [[deathrest|deathrest article]] for more details.
  
 
| {{+|6}}
 
| {{+|6}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| Hemogenic
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
 
|}
 
|}
 
</div>
 
</div>
Line 341: Line 295:
 
</li></div>
 
</li></div>
  
== Health ==
+
== Healing ==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 }}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! [[File:Baseliner.png|20px|link=Xenotypes]]
+
 
! Exclude
+
|- id="Slow wound healing"
 +
! Slow wound healing<br>[[File:Gene_WoundHealingRateSlow.png|64px]]
 +
| ''Carriers of this gene heal from wounds half as fast as normal.''
 +
----
 +
*Injury healing factor:  {{Bad|×50%}}
 +
| {{+|2}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Fast wound healing"
 +
! Fast wound healing<br>[[File:Gene_WoundHealingRateFast.png|64px]]
 +
| ''Carriers of this gene heal from wounds twice as fast as normal.''
 +
----
 +
*Injury healing factor: {{Good|×200%}}
 +
| {{--|2}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Superfast wound healing"
 +
! Superfast wound healing<br>[[File:Gene_WoundHealingRateSuperfast.png|64px]]
 +
|'' Carriers of this gene heal from wounds four times as fast as normal.''
 +
----
 +
*Injury healing factor: {{Good|×400%}}
 +
| {{--|3}}
 +
| {{Bad|1}}
  
 
|- id="Weak immunity"
 
|- id="Weak immunity"
Line 358: Line 334:
 
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.''  
 
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.''  
 
----
 
----
* [[Immunity Gain Speed]] {{Bad|x90%}}
+
* [[Immunity Gain Speed]] Factor: {{Bad|0.9}}
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Impid.png|32px|link=Impids]]
 
| Immunity
 
  
 
|- id="Strong immunity"
 
|- id="Strong immunity"
Line 368: Line 342:
 
| ''Carriers of this gene gain immunity to diseases faster than normal.''  
 
| ''Carriers of this gene gain immunity to diseases faster than normal.''  
 
----
 
----
* [[Immunity Gain Speed]] {{Good|x110%}}
+
* [[Immunity Gain Speed]] Factor: {{Good|1.1}}
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:PigskinXenotype.png|32px|link=Pigskins]]
 
| Immunity
 
  
 
|- id="Super immunity"
 
|- id="Super immunity"
 
! Super immunity<br>[[File:Gene_SuperStrongImmunity.png|64px]]
 
! Super immunity<br>[[File:Gene_SuperStrongImmunity.png|64px]]
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.''  
+
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.''  
 
----
 
----
* [[Immunity Gain Speed]] {{Good|x150%}}
+
* [[Immunity Gain Speed]] Factor: {{Good|1.5}}
* Market value of [[genepack]]s containing this gene: ×125%
+
* [[Market Value]] Factor: 1.25
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|2}}
 
| {{Bad|2}}
| [[File:Waster.png|32px|link=Wasters]]
 
| Immunity
 
  
|- id="Slow wound healing"
+
|- id="Superclotting"
! Slow wound healing<br>[[File:Gene_WoundHealingRateSlow.png|64px]]
+
! Superclotting<br>[[File:Gene_Superclotting.png|64px]]
| ''Carriers of this gene heal from wounds half as fast as normal.''  
+
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.''  
 
----
 
----
*Injury healing factor {{Bad|×50%}}
+
*Bleeding wounds are automatically tended at ??? quality {{Check Tag|Details|Seems to be roughly equal to tending with industrial medicine and a 0 skill doctor, with tends ranging from 2-70%, I suspect 70% is a cap but doubt 2% is a minimum, probably has a range of 0-70, needs more testing}} within mere seconds {{Check Tag|Details|Exact time unknown, but wounds have been confirmed to heal in as little as 8 seconds}}.
| {{+|2}}
+
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being slightly more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial medicine, in a clean hospital).
| {{Bad|1}}
 
| [[File:Impid.png|32px|link=Impids]]<br>[[File:Yttakin.png|32px|link=Yttakin]]
 
| WoundHealingRate
 
 
 
|- id="Fast wound healing"
 
! Fast wound healing<br>[[File:Gene_WoundHealingRateFast.png|64px]]
 
| ''Carriers of this gene heal from wounds twice as fast as normal.''
 
----
 
*Injury healing factor {{Good|×200%}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
 
| WoundHealingRate
 
 
 
|- id="Superfast wound healing"
 
! Superfast wound healing<br>[[File:Gene_WoundHealingRateSuperfast.png|64px]]
 
|''Carriers of this gene heal from wounds four times as fast as normal.''
 
----
 
*Injury healing factor {{Good|×400%}}
 
* Market value of [[genepack]]s containing this gene: ×125%
 
| {{--|3}}
 
| {{Bad|1}}
 
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Sanguophage.png|32px|link=Sanguophages]]
 
| WoundHealingRate
 
 
 
|- id="Superclotting"
 
! Superclotting<br>[[File:Gene_Superclotting.png|64px]]
 
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.''
 
----
 
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.
 
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).
 
 
*Does not affect non-bleeding wounds.
 
*Does not affect non-bleeding wounds.
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
 
| -
 
 
|}
 
|}
 
</div>
 
</div>
Line 432: Line 369:
 
</li></div>
 
</li></div>
  
== Psychics ==
+
== Psychic ==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 }}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! [[File:Baseliner.png|20px|link=Xenotypes]]
+
! Prereq.
 
! Exclude
 
! Exclude
  
|- id="Psychically deaf"
+
|- id="Psychic bonding"
! Psychically deaf<br>[[File:Gene_PsychicallyDeaf.png|64px]]
+
! Psychic bonding<br>[[File:Gene_PsychicBonding.png|64px]]
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.''  
+
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.''
 +
----
 +
*Romance attempts always succeed
 +
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]
 +
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''
 +
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.
 +
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.
 +
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}}
 +
 
 +
| {{--|1}}
 +
| {{Bad|1}}
 +
| ?
 +
| ?
 +
 
 +
|- id="Psychically deaf"
 +
! Psychically deaf<br>[[File:Gene_PsychicallyDeaf.png|64px]]
 +
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.''  
 
----
 
----
 
* Forced [[trait]]: [[Psychically deaf]]
 
* Forced [[trait]]: [[Psychically deaf]]
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Hussar.png|32px|link=Hussars]]
+
| ?
 
| PsychicAbility
 
| PsychicAbility
  
Line 462: Line 415:
 
| {{+|1}}
 
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Yttakin.png|32px|link=Yttakin]]
+
| ?
 
| PsychicAbility
 
| PsychicAbility
  
Line 469: Line 422:
 
| ''Carriers of this gene are more psychically-sensitive than average.''  
 
| ''Carriers of this gene are more psychically-sensitive than average.''  
 
----
 
----
* [[Psychic Sensitivity]] +20%
+
* +20% [[Psychic Sensitivity]]
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}
+
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}
 
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink.  
 
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink.  
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Highmate.png|32px|link=Highmates]]<br>[[File:Sanguophage.png|32px|link=Sanguophages]]
+
| ?
 
| PsychicAbility
 
| PsychicAbility
  
Line 481: Line 434:
 
| ''Carriers of this gene are much more psychically-sensitive than most.''  
 
| ''Carriers of this gene are much more psychically-sensitive than most.''  
 
----
 
----
* [[Psychic Sensitivity]] +40%
+
* +40% [[Psychic Sensitivity]]
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}
+
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}
 
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink.  
 
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink.  
 
| {{--|5}}
 
| {{--|5}}
 
| {{Bad|2}}
 
| {{Bad|2}}
| -
+
| ?
 
| PsychicAbility
 
| PsychicAbility
 
|- id="Psychic bonding"
 
! Psychic bonding<br>[[File:Gene_PsychicBonding.png|64px]]
 
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.''
 
----
 
*Romance attempts always succeed
 
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]
 
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''
 
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.
 
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.
 
:*When one bonded pawn dies, the other will receive a -30 mood penalty that linearly decays over the course of 21 days.{{Check Tag|Confirm duration}} Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.
 
| {{--|1}}
 
| {{Bad|1}}
 
| [[File:Highmate.png|32px|link=Highmates]]
 
| -
 
 
|}
 
|}
 
</div>
 
</div>
Line 508: Line 446:
 
</li></div>
 
</li></div>
  
==Movement==
+
== Beauty ==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 }}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! [[File:Baseliner.png|20px|link=Xenotypes]]
+
! Prereq.
 
! Exclude
 
! Exclude
 
+
|- id="Very unattractive"
|- id="Slow runner"
+
! Very unattractive<br>[[File:Gene_StaggeringlyUgly.png|64px]]
! Slow runner<br>[[File:Gene_SlowMovespeed.png|64px]]
+
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.''  
| ''Carriers of this gene move more slowly than normal.''  
 
 
----
 
----
* [[Move Speed]]: {{--|0.2}} {{CS}}
+
* [[Beauty (Pawn)]]: {{--|2}}
| {{+|3}}
+
| {{+|2}}
| {{Bad|1}}
+
|{{Bad|1}}
| [[File:Dirtmole.png|32px|link=Dirtmoles]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]
+
| -
| MoveSpeed
+
| Beauty
  
|- id="Fast runner"
+
|- id="Unattractive"
! Fast runner<br>[[File:Gene_QuickMovespeed.png|64px]]
+
! Unattractive<br>[[File:Gene_Ugly.png|64px]]
| ''Carriers of this gene move more quickly than normal.''  
+
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.''  
 
----
 
----
* [[Move Speed]]: {{+|0.2}} {{CS}}
+
* [[Beauty (Pawn)]]: {{--|1}}
| {{--|3}}
+
| {{+|1}}
| {{Bad|1}}
+
|{{Bad|1}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
+
| -
| MoveSpeed
+
| Beauty
  
|- id="Very fast runner"
+
|- id="Attractive"
! Very fast runner<br>[[File:Gene_VeryQuickMovespeed.png|64px]]
+
! Attractive<br>[[File:Gene_Pretty.png|64px]]
| ''Carriers of this gene move much more quickly than normal.''  
+
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.''  
 
----
 
----
* [[Move Speed]]: {{+|0.4}} {{CS}}
+
* [[Beauty (Pawn)]]: {{+|1}}
| {{--|5}}
+
| {{--|1}}
| {{Bad|1}}
+
|{{Bad|1}}
| [[File:Impid.png|32px|link=Impids]]
+
| -
| MoveSpeed
+
| Beauty
  
|- id="Naked speed"
+
|- id="Very attractive"
! Naked speed<br>[[File:Gene_NakedSpeed.png|64px]]
+
! Very attractive<br>[[File:Gene_Beautiful.png|64px]]
| ''Carriers of this gene move slower while clothed, and faster while naked.''  
+
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.''  
 
----
 
----
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)
+
* [[Beauty (Pawn)]]: {{+|2}}
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)
+
| {{--|2}}
| {{+|2}}
+
|{{Bad|1}}
| {{Bad|1}}
 
| [[File:Yttakin.png|32px|link=Yttakin]]
 
 
| -
 
| -
 +
| Beauty
 
|}
 
|}
 
</div>
 
</div>
Line 566: Line 502:
 
</li></div>
 
</li></div>
  
== Mood ==
+
== Miscellaneous ==
 
 
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 }}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! [[File:Baseliner.png|20px|link=Xenotypes]]
+
! Prereq.
 
! Exclude
 
! Exclude
  
|- id="Very unhappy"
+
|- id="Furskin"
! Very unhappy<br>[[File:Gene_Depressive.png|64px]]
+
! Furskin<br>[[File:Gene_Furskin.png|64px]]
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.''  
+
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.''  
 
----
 
----
* Permanent {{--|10}} ''Genetic depression'' [[mood]]
+
* Effects:
| {{+|5}}
+
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}
|{{Bad|1}}
+
** [[Family_planning#Romance_Controls|Non-furskin romance chance]] ×20%
 +
* Mood:
 +
** Removes: Naked: -6
 +
** Removes: Uncovered (body part): -4
 +
| {{--|1}}
 +
| {{Bad|1}}
 
| -
 
| -
| Mood
+
| HairStyle<br>Fur<br>BeardStyle<br>
 
+
|- id="Furry tail"
|- id="Unhappy"
+
! Furry tail<br>[[File:Gene_TailFurry.png|64px]]
! Unhappy<br>[[File:Gene_Pessimist.png|64px]]
+
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.''  
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.''  
 
 
----
 
----
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]
+
* Effects:
| {{+|3}}
+
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}
|{{Bad|1}}
+
| {{--|1}}
| [[File:Impid.png|32px|link=Impids]]
+
| {{Bad|1}}
| Mood
+
| -
 +
| Tail
  
|- id="Happy"
+
|- id="Smooth tail"
! Happy<br>[[File:Gene_Optimist.png|64px]]
+
! Smooth tail<br>[[File:Gene_TailSmooth.png|64px]]
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.''  
+
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.''  
 
----
 
----
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]
+
* [[Manipulation]]: {{+|5%}}
 
| {{--|1}}
 
| {{--|1}}
| {{Bad|2}}
+
| {{Bad|1}}
 
| -
 
| -
| Mood
+
| Tail
  
|- id="Very happy"
+
|- id="Human hands"
! Very happy<br>[[File:Gene_Sanguine.png|64px]]
+
! Human hands<br>[[File:Gene_HandsHuman.png|64px]]
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.''  
+
| ''Carriers of this gene have regular human hands.''  
 
----
 
----
* Permanent {{+|10}} ''Genetic joy'' [[mood]]
+
| '''0'''
| {{--|2}}
+
| '''0'''
| {{Bad|3}}
+
| -
| [[File:Highmate.png|32px|link=Highmates]]
+
| Hand
| Mood
 
|}
 
</div>
 
</div>
 
</li></div>
 
  
== Temperature ==
+
|- id="Trotter hands"
 
+
! Trotter hands<br>[[File:Gene_HandsTrotter.png|64px]]
<div><li style="display: inline-table;">
+
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.''  
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Exclude
 
 
 
|- id="Cold weakness"
 
! Cold weakness<br>[[File:Gene_MinTemperatureSmallIncrease.png|64px]]
 
| ''Carriers of this gene are slightly less comfortable in cold temperatures.''  
 
 
----
 
----
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}
+
* [[Manipulation]]: {{Bad|×85%}}
 
| {{+|1}}
 
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Impid.png|32px|link=Impids]]
+
| -
| MinTemperature
+
| Hand
  
|- id="Cold tolerant"
+
|- id="Elongated fingers"
! Cold tolerant<br>[[File:Gene_MinTemperatureSmallDecrease.png|64px]]
+
! Elongated fingers<br>[[File:Gene_ElongatedFingers.png|64px]]
| ''Carriers of this gene are slightly more comfortable in cold temperatures.''  
+
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.''  
 
----
 
----
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}
+
* [[Manipulation]]: {{Good|×110%}}
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]
+
| -
| MinTemperature
+
| Hand
  
|- id="Cold super-tolerant"
+
|- id="Nearsighted"
! Cold super-tolerant<br>[[File:Gene_MinTemperatureLargeDecrease.png|64px]]
+
! Nearsighted<br>[[File:Gene_Nearsighted.png|64px]]
| ''Carriers of this gene are much more comfortable in cold temperatures.''  
+
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.''  
 
----
 
----
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}
+
* Effects:
| {{--|2}}
+
** Accuracy factor (long) ×25%
 +
** Accuracy factor (medium) ×50%
 +
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 
| -
 
| -
| MinTemperature
+
| -
  
|- id="Heat weakness"
+
|- id="Strong stomach"
! Heat weakness<br>[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]
+
! Strong stomach<br>[[File:Gene_StrongStomach.png|64px]]
| ''Carriers of this gene are slightly less comfortable in warm temperatures.''  
+
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.''  
 
----
 
----
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}
+
* Immune to [[food poisoning]].
| {{+|1}}
+
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Highmate.png|32px|link=Highmates]]
+
|
| MaxTemperature
+
|
  
|- id="Heat tolerant"
+
|- id="Dark vision"
! Heat tolerant<br>[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]
+
! Dark vision<br>[[File:Gene_Darkvision.png|64px]]
| ''Carriers of this gene are slightly more comfortable in warm temperatures.''  
+
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.''  
 
----
 
----
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}
+
* Effects:
 +
** Work speed is unaffected by darkness.
 +
** Movement speed is unaffected by darkness (not mentioned by the in-game description).
 +
* Mood:
 +
** Removes: Darkness: -5
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]
+
| -
| MaxTemperature
+
| -
  
|- id="Heat super-tolerant"
+
|- id="Inbred"
! Heat super-tolerant<br>[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]
+
! Inbred<br>[[File:Gene_Inbred.png|64px]]
| ''Carriers of this gene are much more comfortable in warm temperatures.''  
+
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.''  
 
----
 
----
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}
+
* Forced [[trait]]: [[Slow learner]]
 +
* Fertility: {{Bad|×50%}}
 +
* [[Immunity gain speed:]] {{Bad|×85%}}
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Impid.png|32px|link=Impids]]
+
| -
| MaxTemperature
+
| -
|}
 
</div>
 
</div>
 
</li></div>
 
  
== Resistance and sensitivity ==
+
|- id="Robust digestion"
 
+
! Robust digestion<br>[[File:Gene_RobustDigestion.png|64px]]
<div><li style="display: inline-table;">
+
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.''
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Exclude
 
 
 
|- id="Tox resistance"
 
! Tox resistance<br>[[File:Gene_PartialToxicityResistance.png|64px]]
 
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream.  
 
 
----
 
----
* [[Toxic Resistance]]: {{+|50%}}
+
* Raw nutrition multiplier ×180%
 +
* Removes [[mood]]: Ate raw food: -7
 +
* Does ''not'' prevent [[food poisoning]].
 
| {{--|2}}
 
| {{--|2}}
| {{Bad|1}}
+
| {{Bad|2}}
 +
| -
 
| -
 
| -
| ToxResistance
 
  
|- id="Tox immunity"
+
|- id="Mild cell instability"
! Tox immunity<br>[[File:Gene_TotalToxicityResistance.png|64px]]
+
! Mild cell instability<br>[[File:Gene_MildCellInstability.png|64px]]
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments.  
+
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.''
 
----
 
----
* [[Toxic Resistance]]: {{+|100%}}
+
* Effects:
* [[Tox gas]] immunity
+
** Lifespan factor ×80%
* Removes mood: Toxic fallout: -5
+
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50
* Removes mood: Acidic smog: -5
+
** Cancer rate factor ×300%
| {{--|4}}
+
** Immunity gain speed ×96%
| {{Bad|2}}
+
| {{+|2}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
+
| {{Bad|1}}
| ToxResistance
+
| -
 +
| -
 +
 
 +
|- id="Major cell instability"
 +
! Major cell instability<br>[[File:Gene_MajorCellInstability.png|64px]]
 +
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.''
 +
----
 +
* Effects:
 +
** Lifespan factor ×60%
 +
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50
 +
** Cancer rate factor ×500%
 +
** Immunity gain speed ×92%
 +
| {{+|4}}
 +
| {{Bad|1}}
 +
| -
 +
| -
  
|- id="Partial antitoxic lungs"
+
|- id="Pollution stimulus"
! Partial antitoxic lungs<br>[[File:Gene_PartialPollutionResistance.png|64px]]
+
! Pollution stimulus<br>[[File:Gene_PollutionRush.png|64px]]
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower.  
+
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.''
 
----
 
----
* [[Toxic Environment Resistance]]: {{+|50%}}
+
*Effects:
 +
** Gain stat bonuses when exposed to pollution. See [[Pollution stimulus]] for full details.
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Hussar.png|32px|link=Hussars]]
+
|
| ToxicEnvironmentResistance
+
|
  
|- id="Total antitoxic lungs"
+
|- id="Unstoppable"
! Total antitoxic lungs<br>[[File:Gene_TotalPollutionResistance.png|64px]]
+
! Unstoppable<br>[[File:Gene_Unstoppable.png|64px]]
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure.  
+
| ''Carriers of this gene are not slowed down when taking damage.''
 
----
 
----
* [[Toxic Environment Resistance]]: {{+|100%}}
+
*Effects:
* [[Tox gas]] immunity
+
** Stagger time multiplier ×0%
* Removes mood: Toxic fallout: -5
+
| {{--|2}}
* Removes mood: Acidic smog: -5
+
| {{Bad|1}}
| {{--|3}}
+
| -
| {{Bad|2}}
+
| -
| [[File:Waster.png|32px|link=Wasters]]
+
 
| ToxicEnvironmentResistance
+
|- id="Slow study"
 
+
! Slow study<br>[[File:Gene_SlowLearning.png|64px]]
|- id="Mild UV sensitivity"
+
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.''
! Mild UV sensitivity<br>[[File:Gene_MildUVSensitivity.png|64px]]
 
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.  
 
 
----
 
----
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):
+
* [[Global Learning Factor]]: {{Bad|×50%}}
** [[Move Speed]] {{Bad|×90%}}
+
| {{+|2}}
** Mood: ''Sunlight Sensitivity'': {{--|6}}
 
* Does not cause [[pain]], despite the description.
 
| {{+|3}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
+
| -
| UVSensitivity
+
| ?
  
|- id="Intense UV sensitivity"
+
|- id="Quick study"
! Intense UV sensitivity<br>[[File:Gene_IntenseUVSensitivity.png|64px]]
+
! Quick study<br>[[File:Gene_FastLearning.png|64px]]
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.''  
+
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.''  
 
----
 
----
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):
+
* [[Global Learning Factor]]: {{+|50%}}
** [[Move Speed]] {{Bad|×80%}}
+
| {{--|3}}
** Mood: ''Sunlight Sensitivity'': {{--|12}}
 
* Does not cause [[pain]].
 
| {{+|4}}
 
 
| {{Bad|2}}
 
| {{Bad|2}}
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
+
| -
| UVSensitivity
+
| ?
 
 
|- id="Fire resistant"
 
! Fire resistant<br>[[File:Gene_FireResistant.png|64px]]
 
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced.
 
----
 
* [[Flammability]] {{Good|x10%}}
 
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}
 
:<small>Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage</small>
 
| {{--|2}}
 
| {{Bad|1}}
 
| [[File:Impid.png|32px|link=Impids]]
 
| FireDamage
 
 
 
|- id="Tinderskin"
 
! Tinderskin<br>[[File:Gene_FireWeakness.png|64px]]
 
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4.
 
----
 
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}
 
:<small>Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage</small>
 
| {{+|2}}
 
| {{Bad|1}}
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| FireDamage
 
 
 
|- id="Pyrophobia"
 
! Pyrophobia<br>[[File:Gene_FireTerror.png|64px]]
 
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.
 
----
 
* If the pawn has line of sight of a fire within 19.9 tiles, it is considered "near fire" and the following happens:
 
** {{--|10}} ''Afraid of fire'' [[mood]]let
 
** 0.1 day mtb chance of "Fire terror" mental break that cause "panic-fleeing fire" mental state, ends when not "near fire" for {{Ticks|500}}
 
* Suppresses [[Pyromaniac]] trait
 
:<small>Note that blind pawns are still affected by pyrophobia, and will still flee</small>
 
| {{+|4}}
 
| {{Bad|1}}
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| -
 
 
|}
 
|}
 
</div>
 
</div>
Line 826: Line 712:
 
</li></div>
 
</li></div>
  
== Violence ==
+
==Movement==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 }}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! [[File:Baseliner.png|20px|link=Xenotypes]]
+
! Prereq.
 
! Exclude
 
! Exclude
  
|- id="Dead calm"
+
|- id="Slow runner"
! Dead calm<br>[[File:Gene_DeadCalm.png|64px]]
+
! Slow runner<br>[[File:Gene_SlowMovespeed.png|64px]]
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.
+
| ''Carriers of this gene move more slowly than normal.''
 
----
 
----
* Effects:
+
* [[Move Speed]]: {{--|0.2}} {{CS}}
** Will never do social fights
+
| {{+|3}}
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)
 
** Will never prison break
 
** [[Arrest]]ing never fails, and will never berserk on arrest.
 
| {{--|1}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Genie.png|32px|link=Genies]]
+
| ?
| Aggression
+
| MoveSpeed
  
|- id="Aggressive"
+
|- id="Fast runner"
! Aggressive<br>[[File:Gene_Aggressive.png|64px]]
+
! Fast runner<br>[[File:Gene_QuickMovespeed.png|64px]]
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
+
| ''Carriers of this gene move more quickly than normal.''
 
----
 
----
* Effects:
+
* [[Move Speed]]: {{+|0.2}} {{CS}}
** Social fight chance factor ×200%
+
| {{--|3}}
** Chance mental break is violent ×200% ((Tantrum, Berserk, Slaughterer, Murderous Rage)) {{Check Tag|Wb minor breaks?|Minor has no violent options. Does this affect the chance at that tier in any way?}}
 
** Prison break interval factor ×60%
 
| {{+|2}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:Waster.png|32px|link=Wasters]]<br>[[File:Yttakin.png|32px|link=Yttakin]]<br>[[File:Sanguophage.png|32px|link=Sanguophages]]
+
| ?
| Aggression<br>Aggressive
+
| MoveSpeed
  
|- id="Hyper-aggressive"
+
|- id="Very fast runner"
! Hyper-aggressive<br>[[File:Gene_HyperAggressive.png|64px]]
+
! Very fast runner<br>[[File:Gene_VeryQuickMovespeed.png|64px]]
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.
+
| ''Carriers of this gene move much more quickly than normal.''
 
----
 
----
* Effects:
+
* [[Move Speed]]: {{+|0.4}} {{CS}}
** Social fight chance factor ×300%
+
| {{--|5}}
** Mental breaks are always violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.{{Check Tag|All types?|For tiers without violent options, so they use the standard chances or does it.have default?}}
 
** Prison break interval factor ×40%
 
| {{+|3}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Hussar.png|32px|link=Hussars]]
+
| ?
| Aggression<br>Aggressive
+
| MoveSpeed
  
|- id="Weak melee damage"
+
|- id="Naked speed"
! Weak melee damage<br>[[File:Gene_WeakMeleeDamage.png|64px]]
+
! Naked speed<br>[[File:Gene_NakedSpeed.png|64px]]
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.
+
| ''Carriers of this gene move slower while clothed, and faster while naked.''
 
----
 
----
* Melee damage factor ×50%
+
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.
+
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)
| {{+|1}}
+
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Impid.png|32px|link=Impids]]
+
| ?
| MeleeDamage
+
| ?
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
  
|- id="Strong melee damage"
+
==Mood==
! Strong melee damage<br>[[File:Gene_StrongMeleeDamage.png|64px]]
+
 
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
+
<div><li style="display: inline-table;">
 +
Click to <div class="mw-collapsible">
 +
<div class="mw-collapsible-content">
 +
{| {{STDT| sortable c_07 }}
 +
! Name
 +
! Description
 +
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
 +
! Prereq.
 +
! Exclude
 +
 
 +
|- id="Very unhappy"
 +
! Very unhappy<br>[[File:Gene_Depressive.png|64px]]
 +
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.''
 
----
 
----
* Melee damage factor ×150%
+
* Permanent {{--|10}} ''Genetic depression'' [[mood]]
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.
+
| {{+|5}}
| {{--|2}}
+
|{{Bad|1}}
| {{Bad|1}}
+
| -
| [[File:Dirtmole.png|32px|link=Dirtmoles]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:Yttakin.png|32px|link=Yttakin]]<br>[[File:Sanguophage.png|32px|link=Sanguophages]]
+
| Mood
| MeleeDamage
 
  
|- id="Violence disabled"
+
|- id="Unhappy"
! Violence disabled<br>[[File:Gene_ViolenceDisabled.png|64px]]
+
! Unhappy<br>[[File:Gene_Pessimist.png|64px]]
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.
+
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.''
 
----
 
----
*Disables work:
+
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]
** Hunt
 
** Violent
 
 
| {{+|3}}
 
| {{+|3}}
| {{Bad|1}}
+
|{{Bad|1}}
| [[File:Highmate.png|32px|link=Highmates]]
+
| -
| MeleeDamage<br>ShootingAccuracy<br>Aggressive<br>KillThirst
+
| Mood
  
|- id="Kind instinct"
+
|- id="Happy"
! Kind instinct<br>[[File:Gene_KindInstinct.png|64px]]
+
! Happy<br>[[File:Gene_Optimist.png|64px]]
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.
+
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.''
 
----
 
----
* Forced [[trait]]: [[Kind]]
+
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]
* Suppresses [[Abrasive]] and [[Psychopath]] traits
 
 
| {{--|1}}
 
| {{--|1}}
| {{Bad|1}}
+
| {{Bad|2}}
| [[File:Highmate.png|32px|link=Highmates]]
 
 
| -
 
| -
 +
| Mood
  
|- id="Kill thirst"
+
|- id="Very happy"
! Kill thirst<br>[[File:Gene_Killthirst.png|64px]]
+
! Very happy<br>[[File:Gene_Sanguine.png|64px]]
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.
+
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.''
----  
+
----
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.
+
* Permanent {{+|10}} ''Genetic joy'' [[mood]]
| {{+|4}}
+
| {{--|2}}
| {{Bad|1}}
+
| {{Bad|3}}
 
| -
 
| -
| KillThirst
+
| Mood
 
 
 
|}
 
|}
 
</div>
 
</div>
Line 939: Line 827:
 
</li></div>
 
</li></div>
  
== Sleep ==
+
==Temperature==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 }}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! [[File:Baseliner.png|20px|link=Xenotypes]]
+
! Prereq.
 
! Exclude
 
! Exclude
  
|- id="Very Sleepy"
+
|- id="Cold weakness"
! Very Sleepy<br>[[File:Gene_VerySleepy.png|64px]]
+
! Cold weakness<br>[[File:Gene_MinTemperatureSmallIncrease.png|64px]]
| Carriers of this gene get tired much faster than others.
+
| ''Carriers of this gene are slightly less comfortable in cold temperatures.''
 
----
 
----
* [[Sleep Fall Rate]]: {{Bad|×180%}}
+
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}
| {{+|4}}
+
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 
| -
 
| -
| Sleep
+
| MinTemperature
  
|- id="Sleepy"
+
|- id="Cold tolerant"
! Sleepy<br>[[File:Gene_Sleepy.png|64px]]
+
! Cold tolerant<br>[[File:Gene_MinTemperatureSmallDecrease.png|64px]]
| Carriers of this gene get tired somewhat faster than others.
+
| ''Carriers of this gene are slightly more comfortable in cold temperatures.''
 
----
 
----
* [[Sleep Fall Rate]]: {{Bad|×140%}}
+
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}
| {{+|2}}
+
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Yttakin.png|32px|link=Yttakin]]
+
| -
| Sleep
+
| MinTemperature
  
|- id="Low sleep"
+
|- id="Cold super-tolerant"
! Low sleep<br>[[File:Gene_QuickSleeper.png|64px]]
+
! Cold super-tolerant<br>[[File:Gene_MinTemperatureLargeDecrease.png|64px]]
| Carriers of this gene get tired less quickly than others.
+
| ''Carriers of this gene are much more comfortable in cold temperatures.''
 
----
 
----
* [[Sleep Fall Rate]]: {{Good|×40%}}
+
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}
| {{--|4}}
+
| {{--|2}}
| {{Bad|2}}
+
| {{Bad|1}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
+
| -
| Sleep
+
| MinTemperature
  
|- id="Never sleep"
+
|- id="Heat weakness"
! Never sleep<br>[[File:Gene_Neversleep.png|64px]]
+
! Heat weakness<br>[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.
+
| ''Carriers of this gene are slightly less comfortable in warm temperatures.''
 
----
 
----
* Effects:
+
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}
** Disables [[need]]: [[Sleep]]
+
| {{+|1}}
** If all pawns in [[caravan]] have this gene, they don't need to stop at night.
+
| {{Bad|1}}
* Market value of [[genepack]]s containing this gene: ×125%
+
| -
| {{--|6}}
+
| MaxTemperature
| {{Bad|3}}
+
 
| -
+
|- id="Heat tolerant"
| Sleep
+
! Heat tolerant<br>[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]
|}
+
| ''Carriers of this gene are slightly more comfortable in warm temperatures.''
</div>
+
----
</div>
+
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}
 +
| {{--|1}}
 +
| {{Bad|1}}
 +
| -
 +
| MaxTemperature
 +
 
 +
|- id="Heat super-tolerant"
 +
! Heat super-tolerant<br>[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]
 +
| ''Carriers of this gene are much more comfortable in warm temperatures.''
 +
----
 +
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}
 +
| {{--|2}}
 +
| {{Bad|1}}
 +
| -
 +
| MaxTemperature
 +
|}
 +
</div>
 +
</div>
 
</li></div>
 
</li></div>
  
== Pain ==
+
== Resistance and sensitivity ==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 }}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! [[File:Baseliner.png|20px|link=Xenotypes]]
+
! Prereq.
 
! Exclude
 
! Exclude
  
|- id="Delicate"
+
|- id="Partial antitoxic lungs"
! Delicate<br>[[File:Gene_Delicate.png|64px]]
+
! Partial antitoxic lungs<br>[[File:Gene_PartialPollutionResistance.png|64px]]
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.
+
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower.  
 
----
 
----
* Forced [[trait]]: [[Delicate]]
+
*Toxic environment resistance +50%
| {{+|3}}
+
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Highmate.png|32px|link=Highmates]]
+
| ?
| Toughness
+
| ?
 +
 
 +
|- id="Total antitoxic lungs"
 +
! Total antitoxic lungs<br>[[File:Gene_TotalPollutionResistance.png|64px]]
 +
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure.
 +
----
 +
*Effects:
 +
**Toxic environment resistance +100%
 +
**Tox gas immunity
 +
 
 +
*Mood:
 +
**Removes: Toxic fallout: -5
 +
**Removes: Acidic smog: -5
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| ?
 +
| ?
  
|- id="Robust"
+
|- id="Fire resistant"
! Robust<br>[[File:Gene_Tough.png|64px]]
+
! Fire resistant<br>[[File:Gene_FireResistant.png|64px]]
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.
+
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced.  
 
----
 
----
* Incoming damage multiplier ×75%
+
* [[Flammability]] Factor: {{Good|0.1}}
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with both the [[Delicate|Delicate]] and [[Tough]] traits.
+
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}
 +
:<small>Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage</small>
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:Yttakin.png|32px|link=Yttakin]]<br>[[File:Sanguophage.png|32px|link=Sanguophages]]
+
| ?
| Toughness
+
| FireDamage
  
|- id="Extra pain"
+
|- id="Tinderskin"
! Extra pain<br>[[File:Gene_ExtraPain.png|64px]]
+
! Tinderskin<br>[[File:Gene_FireWeakness.png|64px]]
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.
+
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4.  
 
----
 
----
* Forced [[trait]]: [[Wimp]]
+
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Genie.png|32px|link=Genies]]
+
| ?
| Pain
+
| FireDamage
  
|- id="Reduced pain"
+
|- id="Pyrophobia"
! Reduced pain<br>[[File:Gene_PainReduced.png|64px]]
+
! Pyrophobia<br>[[File:Gene_FireTerror.png|64px]]
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.
+
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.  
 
----
 
----
* Pain ×50%
+
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire
| {{--|1}}
+
* 0.1 day mtb chance of "Fleeing fire" mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire
 +
* Suppresses [[Pyromaniac]] trait
 +
| {{+|4}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:PigskinXenotype.png|32px|link=Pigskins]]
+
| ?
| Pain
+
| ?
|}
 
</div>
 
</div>
 
</li></div>
 
  
== Reproduction ==
+
|- id="Tox resistance"
 +
! Tox resistance<br>[[File:Gene_PartialToxicityResistance.png|64px]]
 +
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream.
 +
----
 +
*Toxic resistance +50%
 +
| {{--|2}}
 +
| {{Bad|1}}
 +
| ?
 +
| ?
  
<div><li style="display: inline-table;">
+
|- id="Tox immunity"
Click to <div class="mw-collapsible">
+
! Tox immunity<br>[[File:Gene_TotalToxicityResistance.png|64px]]
<div class="mw-collapsible-content">
+
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments.
{| {{STDT| sortable c_17 text-valign:top}}
+
----
! Name
+
*Effects:
! Description
+
**Toxic resistance +100%
! [[File:Metabolism.png|20px|Metabolism]]
+
**Tox gas immunity
! [[File:Complexity.png|20px|Complexity]]
+
 
! [[File:Baseliner.png|20px|link=Xenotypes]]
+
*Mood:
! Exclude
+
**Removes: Toxic fallout: -5
 +
**Removes: Acidic smog: -5
 +
| {{--|4}}
 +
| {{Bad|2}}
 +
| ?
 +
| ?
  
|- id="Low libido"
+
|- id="Mild UV sensitivity"
! Low libido<br>[[File:Gene_LowLibido.png|64px]]
+
! Mild UV sensitivity<br>[[File:Gene_MildUVSensitivity.png|64px]]
| Carriers of this gene are less likely to engage in lovin' with their partner.
+
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.  
 
----
 
----
* {{MTB}} [[Lovin']] Factor: {{Bad|2}}  
+
* {{Bad|×90%}} [[Move Speed]] while in sunlight.
| '''0'''
+
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.
 +
| {{+|3}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
+
| ?
| Libido
+
| UVSensitivity
  
|- id="High libido"
+
|- id="Intense UV sensitivity"
! High libido<br>[[File:Gene_HighLibido.png|64px]]
+
! Intense UV sensitivity<br>[[File:Gene_IntenseUVSensitivity.png|64px]]
| Carriers of this gene are more likely to engage in lovin' with their partner.
+
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.''  
 
----
 
----
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}}  
+
* {{Bad|×80%}} [[Move Speed]] while in sunlight.
| '''0'''
+
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.
| {{Bad|1}}
+
| {{+|4}}
| [[File:Highmate.png|32px|link=Highmates]]
+
| {{Bad|2}}
| Libido
+
| ?
 
+
| UVSensitivity
|- id="Sterile"
 
! Sterile<br>[[File:Gene_Sterile.png|64px]]
 
| Carriers of this gene cannot reproduce by natural means.
 
----
 
* Fertility ×0%
 
| {{+|1}}
 
| {{Bad|1}}
 
| -
 
| Fertility
 
 
 
|- id="Fertile"
 
! Fertile<br>[[File:Gene_Fertile.png|64px]]
 
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.
 
----
 
* Fertility ×200%
 
| '''0'''
 
| {{Bad|1}}
 
| -
 
| Fertility
 
 
|}
 
|}
 
</div>
 
</div>
Line 1,114: Line 1,029:
 
</li></div>
 
</li></div>
  
== Beauty ==
+
==Violence==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 }}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! [[File:Baseliner.png|20px|link=Xenotypes]]
+
 
! Exclude
+
|- id="Kind instinct"
|- id="Very unattractive"
+
! Kind instinct<br>[[File:Gene_KindInstinct.png|64px]]
! Very unattractive<br>[[File:Gene_StaggeringlyUgly.png|64px]]
+
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judges people by their appearance.
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.''
 
 
----
 
----
* [[Beauty (Pawn)]]: {{--|2}}
+
* Forced [[trait]]: [[Kind]]
* [[Market Value]]: {{bad|-700}}
+
| {{--|1}}
| {{+|2}}
+
| {{Bad|1}}
|{{Bad|1}}
 
| -
 
| Beauty
 
  
|- id="Unattractive"
+
|- id="Violence disabled"
! Unattractive<br>[[File:Gene_Ugly.png|64px]]
+
! Violence disabled<br>[[File:Gene_ViolenceDisabled.png|64px]]
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.''
+
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.
 
----
 
----
* [[Beauty (Pawn)]]: {{--|1}}
+
*Disables work:
* [[Market Value]]: {{bad|-350}}
+
** Hunt
| {{+|1}}
+
** Violent
|{{Bad|1}}
+
| {{+|3}}
| [[File:Waster.png|32px|link=Wasters]]
+
| {{Bad|1}}
| Beauty
 
  
|- id="Attractive"
+
|- id="Kill thirst"
! Attractive<br>[[File:Gene_Pretty.png|64px]]
+
! Kill thirst<br>[[File:Gene_Killthirst.png|64px]]
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.''
+
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.
 +
----
 +
*Causes need: Kill satiety
 +
| {{+|4}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Dead calm"
 +
! Dead calm<br>[[File:Gene_DeadCalm.png|64px]]
 +
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.
 
----
 
----
* [[Beauty (Pawn)]]: {{+|1}}
+
*Effects:
* [[Market Value]]: {{+|350}}
+
** Will never do social fights
 +
** Mental breaks are never violent
 +
** Will never prison break
 
| {{--|1}}
 
| {{--|1}}
|{{Bad|1}}
+
| {{Bad|1}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| Beauty
 
  
|- id="Very attractive"
+
|- id="Aggressive"
! Very attractive<br>[[File:Gene_Beautiful.png|64px]]
+
! Aggressive<br>[[File:Gene_Aggressive.png|64px]]
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.''
+
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
 
----
 
----
* [[Beauty (Pawn)]]: {{+|2}}
+
*Effects:
* [[Market Value]]: {{+|700}}
+
** Social fight chance factor ×200%
| {{--|2}}
+
** Chance mental break is violent ×200%
|{{Bad|1}}
+
** Prison break interval factor ×60%
| [[File:Highmate.png|32px|link=Highmates]]
+
| {{+|2}}
| Beauty
+
| {{Bad|1}}
|}
 
</div>
 
</div>
 
</li></div>
 
  
== Cosmetic ==
+
|- id="Hyper-aggressive"
<div><li style="display: inline-table;">
+
! Hyper-aggressive<br>[[File:Gene_HyperAggressive.png|64px]]
Click to <div class="mw-collapsible">
+
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.
<div class="mw-collapsible-content">
+
----
{| {{STDT| sortable c_17 text-valign:top}}
+
*Effects:
! Name
+
** Social fight chance factor ×300%
! Description
+
** Mental breaks are always violent
! [[File:Metabolism.png|20px|Metabolism]]
+
** Prison break interval factor ×40%
! [[File:Complexity.png|20px|Complexity]]
+
| {{+|3}}
! [[File:Baseliner.png|20px|link=Xenotypes]]
+
| {{Bad|1}}
! Exclude
 
  
|- id="Red eyes"
+
|- id="Weak melee damage"
! Red eyes<br>[[File:Gene_RedEyes.png|64px]]
+
! Weak melee damage<br>[[File:Gene_WeakMeleeDamage.png|64px]]
| ''Carriers of this gene have deeply red-pigmented eyes.''
+
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.
| '''0'''
+
----
| '''0'''
+
* Melee damage factor ×50%
| [[File:Hussar.png|32px|link=Hussars]]
+
| {{+|1}}
| EyeColor
+
| {{Bad|1}}
  
|- id="Gray eyes"
+
|- id="Strong melee damage"
! Gray eyes<br>[[File:Gene_GrayEyes.png|64px]]
+
! Strong melee damage<br>[[File:Gene_StrongMeleeDamage.png|64px]]
| ''Carriers of this gene have pale white-gray eyes.''
+
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
| '''0'''
+
----
| '''0'''
+
* Melee damage factor ×150%
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
+
| {{--|2}}
| EyeColor
+
| {{Bad|1}}
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
  
|- id="No hair"
+
==Sleep==
! No hair<br>[[File:Gene_HairStyleBaldOnly.png|64px]]
 
| ''Carriers of this gene grow no hair on the head.''
 
| '''0'''
 
| '''0'''
 
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Yttakin.png|32px|link=Yttakin]]
 
| HairStyle
 
  
|- id="Short-haired"
+
<div><li style="display: inline-table;">
! Short-haired<br>[[File:Gene_HairStyleShortOnly.png|64px]]
+
Click to <div class="mw-collapsible">
| ''Carriers of this gene can only grow short hair.''
+
<div class="mw-collapsible-content">
| '''0'''
+
{| {{STDT| sortable c_07 }}
| '''0'''
+
! Name
| [[File:Hussar.png|32px|link=Hussars]]
+
! Description
| HairStyle
+
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
  
|- id="Long-haired"
+
|- id="Very Sleepy"
! Long-haired<br>[[File:Gene_HairStyleLongOnly.png|64px]]
+
! Very Sleepy<br>[[File:Gene_VerySleepy.png|64px]]
| ''Carriers of this gene grow hair on the head very quickly.''
+
| Carriers of this gene get tired much faster than others.
| '''0'''
+
----
| '''0'''
+
* Sleep fall rate ×180%
| [[File:Highmate.png|32px|link=Highmates]]
+
| {{+|4}}
| HairStyle
+
| {{Bad|1}}
  
|- id="Only bushy beards"
+
|- id="Sleepy"
! Only bushy beards<br>[[File:Gene_BeardStyleBushyOnly.png|64px]]
+
! Sleepy<br>[[File:Gene_Sleepy.png|64px]]
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''
+
| Carriers of this gene get tired somewhat faster than others.
| '''0'''
+
----
| '''0'''
+
* Sleep fall rate ×140%
| -
+
| {{+|2}}
| BeardStyle
+
| {{Bad|1}}
 +
 
 +
|- id="Low sleep"
 +
! Low sleep<br>[[File:Gene_QuickSleeper.png|64px]]
 +
| Carriers of this gene get tired less quickly than others.
 +
----
 +
* Sleep fall rate ×40%
 +
| {{--|4}}
 +
| {{Bad|2}}
  
|- id="Beardless"
+
|- id="Never sleep"
! Beardless<br>[[File:Gene_BeardStyleNone.png|64px]]
+
! Never sleep<br>[[File:Gene_Neversleep.png|64px]]
| ''Carriers of this gene grow no facial hair.''
+
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.
| '''0'''
+
----
| '''0'''
+
* Effects:
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Impid.png|32px|link=Impids]]
+
** Disables need: Sleep
| BeardStyle
+
| {{--|6}}
 +
| {{Bad|3}}
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
  
|- id="Unisex beards"
+
==Pain==
! Unisex beards<br>[[File:Gene_UnisexBeards.png|64px]]
 
| ''Carriers of this gene always have thick facial hair, even women.''
 
| '''0'''
 
| '''0'''
 
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| BeardStyle
 
  
|- id="Human ears"
+
<div><li style="display: inline-table;">
! Human ears<br>[[File:Gene_EarHuman.png|64px]]
+
Click to <div class="mw-collapsible">
| ''Carriers of this gene have regular human ears.''
+
<div class="mw-collapsible-content">
| '''0'''
+
{| {{STDT| sortable c_07 }}
| '''0'''
+
! Name
| -
+
! Description
| Ears
+
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
  
|- id="Pointed ears"
+
|- id="Delicate"
! Pointed ears<br>[[File:Gene_EarPointed.png|64px]]
+
! Delicate<br>[[File:Gene_Delicate.png|64px]]
| ''Carriers of this gene have pointed ears.''
+
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.
| '''0'''
+
----
| '''0'''
+
* Forced [[trait]]: [[Delicate]]
| -
+
| {{+|3}}
| Ears
+
| {{Bad|1}}
  
|- id="Cat ears"
+
|- id="Robust"
! Cat ears<br>[[File:Gene_EarCat.png|64px]]
+
! Robust<br>[[File:Gene_Tough.png|64px]]
| ''Carriers of this gene have cat-like ears.''
+
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.
| '''0'''
+
----
| '''0'''
+
* Incoming damage multiplier ×75%
| -
+
| {{--|2}}
| Ears
+
| {{Bad|1}}
  
|- id="Floppy ears"
+
|- id="Reduced pain"
! Floppy ears<br>[[File:Gene_EarFloppy.png|64px]]
+
! Reduced pain<br>[[File:Gene_PainReduced.png|64px]]
| ''Carriers of this gene grow long, floppy hound-like ears.''
+
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.
| '''0'''
+
----
| '''0'''
+
* Pain ×50%
| -
+
| {{--|1}}
| Ears
+
| {{Bad|1}}
  
|- id="Pig ears"
+
|- id="Extra pain"
! Pig ears<br>[[File:Gene_EarPig.png|64px]]
+
! Extra pain<br>[[File:Gene_ExtraPain.png|64px]]
| ''Carriers of this gene will grow pointed pig-like ears.''
+
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.
| '''0'''
+
----
| '''0'''
+
* Forced [[trait]]: [[Wimp]]
| [[File:PigskinXenotype.png|32px|link=Pigskins]]
+
| {{+|2}}
| Ears
+
| {{Bad|1}}
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
  
|- id="Human nose"
+
==Cosmetic==
! Human nose<br>[[File:Gene_NoseHuman.png|64px]]
+
{{Stub|section=1|reason=Missing natural colors and hairs}}
| ''Carriers of this gene have regular human noses.''
+
<div><li style="display: inline-table;">
| '''0'''
+
Click to <div class="mw-collapsible">
| '''0'''
+
<div class="mw-collapsible-content">
| -
+
{| {{STDT| sortable c_07 }}
| Nose
+
! Name
 +
! Description
 +
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
  
|- id="Human jaw"
+
|- id="No hair"
! Human jaw<br>[[File:Gene_JawBaseline.png|64px]]
+
! No hair<br>[[File:Gene_HairStyleBaldOnly.png|64px]]
| ''Carriers of this gene have regularly-shaped jaws.''
+
| Carriers of this gene grow no hair on the head.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| -
 
| Jaw
 
  
|- id="Heavy jaw"
+
|- id="Short-haired"
! Heavy jaw<br>[[File:Gene_JawHeavy.png|64px]]
+
! Short-haired<br>[[File:Gene_HairStyleShortOnly.png|64px]]
| ''Carriers of this gene have large jaws.''
+
| Carriers of this gene can only grow short hair.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 
| Jaw
 
  
|- id="Gaunt head"
+
|- id="Long-haired"
! Gaunt head<br>[[File:Gene_GauntHead.png|64px]]
+
! Long-haired<br>[[File:Gene_HairStyleLongOnly.png|64px]]
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''
+
| Carriers of this gene grow hair on the head very quickly.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| [[File:Waster.png|32px|link=Wasters]]
 
| Jaw
 
  
|- id="Heavy brow"
+
|- id="Greyless hair"
! Heavy brow<br>[[File:Gene_HeavyBrow.png|64px]]
+
! Greyless hair<br>[[File:Gene_GreylessHair.png|64px]]
| ''Carriers of this gene have a prominent brow.''
+
| Carriers of this gene keep their natural hair color as they age.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 
| -
 
  
|- id="Center-horn"
+
|- id="Only bushy beards"
! Center-horn<br>[[File:Gene_HeadboneCenterhorn.png|64px]]
+
! Only bushy beards<br>[[File:Gene_BeardStyleBushyOnly.png|64px]]
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''
+
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| -
 
| Headbone
 
  
|- id="Mini-horns"
+
|- id="Beardless"
! Mini-horns<br>[[File:Gene_HeadboneMinihorns.png|64px]]
+
! Beardless<br>[[File:Gene_BeardStyleNone.png|64px]]
| ''Carriers of this gene grow two small horns protruding from the forehead.''
+
| Carriers of this gene grow no facial hair.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| [[File:Impid.png|32px|link=Impids]]
 
| Headbone
 
  
|- id="Human headbone"
+
|- id="Unisex beards"
! Human headbone<br>[[File:Gene_HeadboneHuman.png|64px]]
+
! Unisex beards<br>[[File:Gene_UnisexBeards.png|64px]]
| ''Carriers of this gene have regular human skulls.''
+
| Carriers of this gene always have thick facial hair, even women.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| -
 
| Headbone
 
  
|- id="Human voice"
+
|- id="Ink black skin"
! Human voice<br>[[File:Gene_VoiceHuman.png|64px]]
+
! Ink black skin<br>[[File:FanGene_SkinColor_Black.png|64px]]
| ''Carriers of this gene have regular human vocal chords{{sic}}.''<br>[[File:Speech_Male_R&D_v4_28.wav]]
+
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| -
 
| Voice
 
  
|- id="Pig voice"
+
|- id="Slate gray skin"
! Pig voice<br>[[File:Gene_VoicePig.png|64px]]
+
! Slate gray skin<br>[[File:FanGene_SkinColor_Gray.png|64px]]
| ''Carriers have a squealing voice like that of a pig.''<br>[[File:Pawn_Pigskin_Call_02e.wav ]]
+
| Carriers of this gene produce a pigment that turns their skin slate gray.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| [[File:PigskinXenotype.png|32px|link=Pigskins]]
 
| Voice
 
  
|- id="Roar voice"
+
|- id="Light gray skin"
! Roar voice<br>[[File:Gene_VoiceRoar.png|64px]]
+
! Light gray skin<br>[[File:FanGene_SkinColor_Light_Gray.png|64px]]
| ''Carriers have an animal-like roaring voice.''<br>[[File:Roar_Voice_Call_B02.wav]]
+
| Carriers of this produce a light-gray pigment in their skin.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| Voice
 
  
|- id="Facial ridges"
+
|- id="Sheer white skin"
! Facial ridges<br>[[File:Gene_FacialRidges.png|64px]]
+
! Sheer white skin<br>[[File:FanGene_SkinColor_White.png|64px]]
| ''Carriers of this gene grow raised ridges of skin on their face.''
+
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| -
 
| -
 
|}
 
</div>
 
</div>
 
</li></div>
 
  
=== Body type ===
+
|- id="Blue skin"
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, [[File:Neanderthal.png|20px|link=Neanderthals]][[Neanderthals]] cannot be thin, because they have all three of the other genes.
+
! Blue skin<br>[[File:FanGene_SkinColor_Blue.png|64px]]
 +
| Carriers of this gene produce a pigment that turns their skin a blue color.
 +
| '''0'''
 +
| '''0'''
  
<div><li style="display: inline-table;">
+
|- id="Purple skin"
Click to <div class="mw-collapsible">
+
! Purple skin<br>[[File:FanGene_SkinColor_Purple.png|64px]]
<div class="mw-collapsible-content">
+
| Carriers of this gene produce a pigment that gives their skin a purple color.
{| {{STDT| sortable c_17 text-valign:top}}
+
| '''0'''
! Name
+
| '''0'''
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Exclude
 
  
|- id="Standard body"
+
|- id="Pale red skin"
! Standard body<br>[[File:Gene_BodyStandard.png|64px]]
+
! Pale red skin<br>[[File:FanGene_SkinColor_Red_Pale.png|64px]]
| ''Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''
+
| Carriers of this gene produce a pigment that turns their skin a moderate red color.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:Highmate.png|32px|link=Highmates]]
 
| BodyType
 
  
|- id="Thin body"
+
|- id="Deep red skin"
! Thin body<br>[[File:Gene_BodyThin.png|64px]]
+
! Deep red skin<br>[[File:FanGene_SkinColor_Red_Deep.png|64px]]
| ''Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''
+
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Highmate.png|32px|link=Highmates]]
 
| BodyType
 
  
|- id="Fat body"
+
|- id="Pale yellow skin"
! Fat body<br>[[File:Gene_BodyFat.png|64px]]
+
! Pale yellow skin<br>[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]
| ''Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''
+
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| [[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:PigskinXenotype.png|32px|link=Pigskins]]
 
| BodyType
 
  
|- id="Hulk body"
+
|- id="Deep yellow skin"
! Hulk body<br>[[File:Gene_BodyHulk.png|64px]]
+
! Deep yellow skin<br>[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]
| ''Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''
+
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:PigskinXenotype.png|32px|link=Pigskins]]<br>[[File:Yttakin.png|32px|link=Yttakin]]
 
| BodyType
 
|}
 
</div>
 
</div>
 
</li></div>
 
  
=== Hair ===
+
|- id="Orange skin"
These genes are defined in Core, not Biotech.
+
! Orange skin<br>[[File:FanGene_SkinColor_Orange.png|64px]]
 +
| Carriers of this gene produce a pigment that gives their skin an orange color.
 +
| '''0'''
 +
| '''0'''
  
All of them have a "random brightness factor" of 0.12 unless otherwise specified.
+
|- id="Green skin"
 
+
! Green skin<br>[[File:FanGene_SkinColor_Green.png|64px]]
<div><li style="display: inline-table;">
+
| Carriers of this gene produce a pigment that gives their skin a green color.
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! Weight
 
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Exclude
 
 
 
|- id="Snow-white hair"
 
! Snow-white hair<br>[[File:Hair_SnowWhite.png|64px]]
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
* Hair color override: (250, 250, 250)
 
* Random brightness factor: 0
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.05
 
| [[File:Highmate.png|32px|link=Highmates]]
 
| HairColor
 
  
|- id="Gray hair"
+
|- id="Red eyes"
! Gray hair<br>[[File:Hair_Grey.png|64px]]
+
! Red eyes<br>[[File:Gene_RedEyes.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers of this gene have deeply red-pigmented eyes.
----
 
* Hair color override: (0.65, 0.65, 0.65)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.02
 
| [[File:Waster.png|32px|link=Wasters]]
 
| HairColor
 
  
|- id="Blonde hair"
+
|- id="Gray eyes"
! Blonde hair<br>[[File:Hair_Blonde.png|64px]]
+
! Gray eyes<br>[[File:Gene_GrayEyes.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers of this gene have pale white-gray eyes.
----
 
* Hair color override: (237, 202, 156)
 
* Selection weight factor with dark skin: 0
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 1?
 
| -
 
| HairColor
 
  
|- id="Sandy-blonde hair"
+
|- id="Heavy brow"
! Sandy-blonde hair<br>[[File:Hair_SandyBlonde.png|64px]]
+
! Heavy brow<br>[[File:Gene_HeavyBrow.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers of this gene have a prominent brow.
----
 
* Hair color override: (193, 146, 85)
 
* Selection weight factor with dark skin: 0
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 1?
 
| [[File:Impid.png|32px|link=Impids]]
 
| HairColor
 
  
|- id="Orange hair"
+
|- id="Facial ridges"
! Orange hair<br>[[File:Hair_Orange.png|64px]]
+
! Facial ridges<br>[[File:Gene_FacialRidges.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers of this gene grow raised ridges of skin on their face.
----
 
* Hair color override: (189, 133, 49)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.05
 
| [[File:Impid.png|32px|link=Impids]]
 
| HairColor
 
  
|- id="Reddish-brown hair"
+
|- id="Fat body"
! Reddish-brown hair<br>[[File:Hair_ReddishBrown.png|64px]]
+
! Fat body<br>[[File:Gene_BodyFat.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.
----
 
* Hair color override: (132, 83, 47)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 1?
 
| -
 
| HairColor
 
  
|- id="Brown hair"
+
|- id="Thin body"
! Brown hair<br>[[File:Hair_Brown.png|64px]]
+
! Thin body<br>[[File:Gene_BodyThin.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.
----
 
* Hair color override: (90, 58, 32)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 1?
 
| -
 
| HairColor
 
  
|- id="Dark-brown hair"
+
|- id="Hulk body"
! Dark-brown hair<br>[[File:Hair_DarkBrown.png|64px]]
+
! Hulk body<br>[[File:Gene_BodyHulk.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.
----
 
* Hair color override: (56, 36, 18)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 1.5
 
| -
 
| HairColor
 
  
|- id="Dark-reddish hair"
+
|- id="Standard body"
! Dark-reddish hair<br>[[File:Hair_DarkReddish.png|64px]]
+
! Standard body<br>[[File:Gene_BodyStandard.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.
----
 
* Hair color override: (0.25, 0.2, 0.15)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 1.5
 
| -
 
| HairColor
 
  
|- id="Mid-black hair"
+
|- id="Human ears"
! Mid-black hair<br>[[File:Hair_MidBlack.png|64px]]
+
! Human ears<br>[[File:Gene_EarHuman.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers of this gene have regular human ears.
----
 
* Hair color override: (0.31, 0.28, 0.26)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 1.5
 
| -
 
| HairColor
 
  
|- id="Dark-black hair"
+
|- id="Pig ears"
! Dark-black hair<br>[[File:Hair_DarkBlack.png|64px]]
+
! Pig ears<br>[[File:Gene_EarPig.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers of this gene will grow pointed pig-like ears.
----
 
* Hair color override: (0.2, 0.2, 0.2)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 1.5
 
| -
 
| HairColor
 
  
|- id="Ink-black hair"
+
|- id="Floppy ears"
! Ink-black hair<br>[[File:Hair_InkBlack.png|64px]]
+
! Floppy ears<br>[[File:Gene_EarFloppy.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers of this gene grow long, floppy hound-like ears.
----
 
* Hair color override: (25, 25, 25)
 
* Random brightness factor: 0
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.05
 
| -
 
| HairColor
 
  
|- id="Blue hair"
+
|- id="Cat ears"
! Blue hair<br>[[File:Hair_Blue.png|64px]]
+
! Cat ears<br>[[File:Gene_EarCat.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers of this gene have cat-like ears.
----
 
* Hair color override: (34, 63, 227)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.05
 
| -
 
| HairColor
 
  
|- id="Teal hair"
+
|- id="Pointed ears"
! Teal hair<br>[[File:Hair_Teal.png|64px]]
+
! Pointed ears<br>[[File:Gene_EarPointed.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers of this gene have pointed ears.
----
 
* Hair color override: (52, 191, 182)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.05
 
| -
 
| HairColor
 
  
|- id="Green hair"
+
|- id="Human nose"
! Green hair<br>[[File:Hair_Green.png|64px]]
+
! Human nose<br>[[File:Gene_NoseHuman.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers of this gene have regular human noses.
----
 
* Hair color override: (72, 201, 40)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.05
 
| -
 
| HairColor
 
  
|- id="Pink hair"
+
|- id="Pig nose"
! Pink hair<br>[[File:Hair_Pink.png|64px]]
+
! Pig nose<br>[[File:Gene_NosePig.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers of this gene have pig-like snouts.
----
 
* Hair color override: (191, 86, 149)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.05
 
| -
 
| HairColor
 
  
|- id="Purple hair"
+
|- id="Human jaw"
! Purple hair<br>[[File:Hair_Purple.png|64px]]
+
! Human jaw<br>[[File:Gene_JawBaseline.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers of this gene have regularly-shaped jaws.
----
 
* Hair color override: (227, 115, 255)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.05
 
| -
 
| HairColor
 
  
|- id="Red hair"
+
|- id="Heavy jaw"
! Red hair<br>[[File:Hair_Red.png|64px]]
+
! Heavy jaw<br>[[File:Gene_JawHeavy.png|64px]]
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
+
| Carriers of this gene have large jaws.
----
 
* Hair color override: (191, 86, 86)
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.05
 
| -
 
| HairColor
 
|}
 
</div>
 
</div>
 
</li></div>
 
  
=== Melanin ===
+
|- id="Gaunt head"
 
+
! Gaunt head<br>[[File:Gene_GauntHead.png|64px]]
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as a germline gene unless they already have a skin-color germline gene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).
+
| Carriers of this gene have a pinched, gaunt appearance in their face and head.
 
 
These genes are defined in Core, not Biotech. They are all named "Skin color" in-game.
 
 
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! Weight
 
! Exclude
 
 
 
|- id="Skin_Melanin1"
 
! Skin_Melanin1<br>[[File:Skin_Melanin1.png|64px]]
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
----
 
* Skin color base: (242, 237, 224)
 
* Min melanin: 0
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.2
 
| SkinColor
 
  
|- id="Skin_Melanin2"
+
|- id="Human headbone"
! Skin_Melanin2<br>[[File:Skin_Melanin2.png|64px]]
+
! Human headbone<br>[[File:Gene_HeadboneHuman.png|64px]]
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
+
| Carriers of this gene have regular human skulls.
----
 
* Skin color base: (255, 239, 213)
 
* Min melanin: 0.1
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.5
 
| SkinColor
 
  
|- id="Skin_Melanin3"
+
|- id="Mini-horns"
! Skin_Melanin3<br>[[File:Skin_Melanin3.png|64px]]
+
! Mini-horns<br>[[File:Gene_HeadboneMinihorns.png|64px]]
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
+
| Carriers of this gene grow two small horns protruding from the forehead.
----
 
* Skin color base: (255, 239, 201)
 
* Min melanin: 0.25
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.5
 
| SkinColor
 
  
|- id="Skin_Melanin4"
+
|- id="Center-horn"
! Skin_Melanin4<br>[[File:Skin_Melanin4.png|64px]]
+
! Center-horn<br>[[File:Gene_HeadboneCenterhorn.png|64px]]
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
+
| Carriers of this gene grow a single horn protruding from the center of the forehead.
----
 
* Skin color base: (255, 239, 189)
 
* Min melanin: 0.45
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.5
 
| SkinColor
 
  
|- id="Skin_Melanin5"
+
|- id="Human voice"
! Skin_Melanin5<br>[[File:Skin_Melanin5.png|64px]]
+
! Human voice<br>[[File:Gene_VoiceHuman.png|64px]]
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
+
| Carriers of this gene have regular human vocal chords.
----
 
* Skin color base: (249, 219, 165)
 
* Min melanin: 0.58
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0? 1?
 
| SkinColor
 
  
|- id="Skin_Melanin6"
+
|- id="Pig voice"
! Skin_Melanin6<br>[[File:Skin_Melanin6.png|64px]]
+
! Pig voice<br>[[File:Gene_VoicePig.png|64px]]
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
+
| Carriers have a squealing voice like that of a pig.
----
 
* Skin color base: (242, 199, 140)
 
* Min melanin: 0.63
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0? 1?
 
| SkinColor
 
  
|- id="Skin_Melanin7"
+
|- id="Roar voice"
! Skin_Melanin7<br>[[File:Skin_Melanin7.png|64px]]
+
! Roar voice<br>[[File:Gene_VoiceRoar.png|64px]]
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
+
| Carriers have an animal-like roaring voice.
----
 
* Skin color base: (228, 158, 90)
 
* Min melanin: 0.75
 
| '''0'''
 
| '''0'''
 
| 0? 1?
 
| SkinColor
 
 
 
|- id="Skin_Melanin8"
 
! Skin_Melanin8<br>[[File:Skin_Melanin8.png|64px]]
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
----
 
* Skin color base: (130, 91, 48)
 
* Min melanin: 0.83
 
| '''0'''
 
| '''0'''
 
| 0.5
 
| SkinColor
 
 
 
|- id="Skin_Melanin9"
 
! Skin_Melanin9<br>[[File:Skin_Melanin9.png|64px]]
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
----
 
* Skin color base: (99, 70, 36)
 
* Min melanin: 0.9
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
| 0.2
 
| SkinColor
 
 
|}
 
|}
 
</div>
 
</div>
Line 1,783: Line 1,487:
 
</li></div>
 
</li></div>
  
=== Skin ===
+
== Aptitudes ==
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. [[File:Impid.png|20px|link=Impids]][[Impids]] have three), and one will be chosen.
+
{{Recode|section=1|reason=Split into individul skills}}
 
+
There are one of each of these for each skill.
All of these genes have a "random brightness factor" of 0.18 unless otherwise specified.
 
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
+
{| {{STDT| sortable c_07 }}
{| {{STDT| sortable c_17 text-valign:top}}
 
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Exclude
 
  
|- id="Green skin"
+
|- id="Awful skill"
! Green skin<br>[[File:FanGene_SkinColor_Green.png|64px]]
+
! Awful skill
| ''Carriers of this gene produce a pigment that gives their skin a green color.''
+
| The carrier's aptitude in skill is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from skill.
----
+
| {{+|2}}
* Skin color override: (169,182,108)
+
| {{Bad|1}}
| '''0'''
+
 
| '''0'''
+
|- id="Poor skill"
| -
+
! Poor skill
| SkinColorOverride
+
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.
 +
| {{+|1}}
 +
| {{Bad|1}}
  
|- id="Deep yellow skin"
+
|- id="Strong skill"
! Deep yellow skin<br>[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]
+
! Strong skill
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''
+
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.
----
+
| {{--|1}}
* Skin color override: (204, 199, 65)
+
| {{Bad|2}}
| '''0'''
 
| '''0'''
 
| -
 
| SkinColorOverride
 
  
|- id="Pale yellow skin"
+
|- id="Great skill"
! Pale yellow skin<br>[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]
+
! Great skill
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''
+
| The carrier's aptitude in skill is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to the skill.
----
+
| {{--|3}}
* Skin color override: (193, 165, 99)
+
| {{Bad|2}}
| '''0'''
+
|}
| '''0'''
+
</div>
| [[File:Impid.png|32px|link=Impids]]
+
</div>
| SkinColorOverride
+
</li></div>
  
|- id="Orange skin"
+
== Drugs ==
! Orange skin<br>[[File:FanGene_SkinColor_Orange.png|64px]]
+
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''
 
----
 
* Skin color override: (210, 114, 63)
 
* Random brightness factor: 0
 
| '''0'''
 
| '''0'''
 
| [[File:Impid.png|32px|link=Impids]]
 
| SkinColorOverride
 
  
|- id="Deep red skin"
+
<div><li style="display: inline-table;">
! Deep red skin<br>[[File:FanGene_SkinColor_Red_Deep.png|64px]]
+
Click to <div class="mw-collapsible">
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''
+
<div class="mw-collapsible-content">
----
+
{| {{STDT| sortable c_07 }}
* Skin color override: (150, 62, 62)
+
! Name
| '''0'''
+
! Description
| '''0'''
+
! [[File:Metabolism.png|20px|Metabolism]]
| [[File:Impid.png|32px|link=Impids]]
+
! [[File:Complexity.png|20px|Complexity]]
| SkinColorOverride
 
  
|- id="Pale red skin"
+
|- id="Alcohol resistant"
! Pale red skin<br>[[File:FanGene_SkinColor_Red_Pale.png|64px]]
+
! Alcohol resistant<br>[[File:AddictionResistant Alcohol.png|64px]]
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''
+
| ''Carriers are only half as likely to become addicted to Alcohol.''
 
----
 
----
* Skin color override: (222, 106, 106)
+
* [[Beer|Alcohol]] addiction factor: ×50%
| '''0'''
+
* Alcohol tolerance gain: ×50%
| '''0'''
+
| {{--|1}}
| -
+
| {{Bad|1}}
| SkinColorOverride
 
  
|- id="Purple skin"
+
|- id="Smokeleaf resistant"
! Purple skin<br>[[File:FanGene_SkinColor_Purple.png|64px]]
+
! Smokeleaf resistant<br>[[File:AddictionResistant Smokeleaf.png|64px]]
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''
+
| ''Carriers are only half as likely to become addicted to Smokeleaf.''
 
----
 
----
* Skin color override: (97, 87, 195)
+
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%
| '''0'''
+
* Smokeleaf tolerance gain: ×50%
| '''0'''
+
| {{--|1}}
| [[File:Highmate.png|32px|link=Highmates]]
+
| {{Bad|1}}
| SkinColorOverride
 
  
|- id="Blue skin"
+
|- id="Psychite resistant"
! Blue skin<br>[[File:FanGene_SkinColor_Blue.png|64px]]
+
! Psychite resistant<br>[[File:AddictionResistant Psychite.png|64px]]
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''
+
| ''Carriers are only half as likely to become addicted to Psychite.''
 
----
 
----
* Skin color override: (100, 165, 193)
+
* [[Psychite]] addiction factor: ×50%
| '''0'''
+
* Psychite tolerance gain: ×50%
| '''0'''
+
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}}
| [[File:Highmate.png|32px|link=Highmates]]
+
| {{--|2}}
| SkinColorOverride
+
| {{Bad|1}}
  
|- id="Sheer white skin"
+
|- id="Go-juice resistant"
! Sheer white skin<br>[[File:FanGene_SkinColor_White.png|64px]]
+
! Go-juice resistant<br>[[File:AddictionResistant Go Juice.png|64px]]
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''
+
| ''Carriers are only half as likely to become addicted to Go-juice.''
 
----
 
----
* Skin color override: (250, 240, 240)
+
* [[Go-juice]] addiction factor: ×50%
* Random brightness factor: 0
+
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}}
| '''0'''
+
| {{--|2}}
| '''0'''
+
| {{Bad|1}}
| [[File:Highmate.png|32px|link=Highmates]]
 
| SkinColorOverride
 
  
|- id="Light gray skin"
+
|- id="Wake-up resistant"
! Light gray skin<br>[[File:FanGene_SkinColor_Light_Gray.png|64px]]
+
! Wake-up resistant<br>[[File:AddictionResistant Wake Up.png|64px]]
| ''Carriers of this produce a light-gray pigment in their skin.''
+
| ''Carriers are only half as likely to become addicted to Wake-up.''
 
----
 
----
* Skin color override: (200, 200, 200)
+
* [[Wake-up]] addiction factor: ×50%
| '''0'''
+
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}
| '''0'''
+
| {{--|2}}
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
+
| {{Bad|1}}
| SkinColorOverride
 
  
|- id="Slate gray skin"
+
|- id="Alcohol impervious"
! Slate gray skin<br>[[File:FanGene_SkinColor_Gray.png|64px]]
+
! Alcohol impervious<br>[[File:AddictionImmune Alcohol.png|64px]]
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''
+
| ''Carriers of this gene never get addicted to Alcohol.''
 
----
 
----
* Skin color override: (90, 90, 90)
+
* Alcohol addiction factor: x0%
| '''0'''
+
* Alcohol tolerance build-up: -100%
| '''0'''
+
| {{--|3}}
| [[File:Waster.png|32px|link=Wasters]]
+
| {{Bad|2}}
| SkinColorOverride
 
  
|- id="Ink black skin"
+
|- id="Smokeleaf impervious"
! Ink black skin<br>[[File:FanGene_SkinColor_Black.png|64px]]
+
! Smokeleaf impervious<br>[[File:AddictionImmune Smokeleaf.png|64px]]
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''
+
| ''Carriers of this gene never get addicted to Smokeleaf.''
 
----
 
----
* Skin color override: (55, 55, 55)
+
* Smokeleaf addiction factor: x0%
* Random brightness factor: 0
+
* Smokeleaf tolerance build-up: -100%
| '''0'''
+
| {{--|3}}
| '''0'''
+
| {{Bad|2}}
| -
 
| SkinColorOverride
 
|}
 
</div>
 
</div>
 
</li></div>
 
  
== Miscellaneous ==
+
|- id="Psychite impervious"
<div><li style="display: inline-table;">
+
! Psychite impervious<br>[[File:AddictionImmune Psychite.png|64px]]
Click to <div class="mw-collapsible">
+
| ''Carriers of this gene never get addicted to Psychite.''
<div class="mw-collapsible-content">
+
----
{| {{STDT| sortable c_17 text-valign:top}}
+
* Psychite addiction factor: x0%
! Name
+
* Psychite tolerance build-up: -100%
! Description
+
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}  
! [[File:Metabolism.png|20px|Metabolism]]
+
| {{--|5}}
! [[File:Complexity.png|20px|Complexity]]
+
| {{Bad|2}}
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Exclude
 
  
|- id="Strong stomach"
+
|- id="Go-juice impervious"
! Strong stomach<br>[[File:Gene_StrongStomach.png|64px]]
+
! Go-juice impervious<br>[[File:AddictionImmune Go Juice.png|64px]]
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.''  
+
| ''Carriers of this gene never get addicted to Go-juice.''
 
----
 
----
* Immune to [[food poisoning]]. {{Check Tag|Existing conditions?|Does it cure existing food poisonings? If so, note specifically, if not, copy formatting from Perfect Immunity above}}
+
* Go-juice addiction factor: x0%
| {{--|1}}
+
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}  
| {{Bad|1}}
+
| {{--|5}}
| [[File:PigskinXenotype.png|32px|link=Pigskins]]
+
| {{Bad|2}}
| -
 
  
|- id="Robust digestion"
+
|- id="Wake-up impervious"
! Robust digestion<br>[[File:Gene_RobustDigestion.png|64px]]
+
! Wake-up impervious<br>[[File:AddictionImmune Wake Up.png|64px]]
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.''  
+
| ''Carriers of this gene never get addicted to Wake-up.''
 
----
 
----
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}
+
* Wake-up addiction factor: x0%
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.
+
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}  
* Removes mood: Ate raw food: -7
+
| {{--|5}}
* Note: Does ''not'' prevent [[food poisoning]].
 
| {{--|2}}
 
 
| {{Bad|2}}
 
| {{Bad|2}}
| [[File:PigskinXenotype.png|32px|link=Pigskins]]
 
| -
 
  
|- id="Slow study"
+
|- id="Alcohol dependency"
! Slow study<br>[[File:Gene_SlowLearning.png|64px]]
+
! Alcohol dependency<br>[[File:ChemicalDependency Alcohol.png|64px]]
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.''  
+
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 
----
 
----
* [[Global Learning Factor]] {{Bad|×50%}}
+
? <!--Still needs more obviously, but adding now so its not forgotten. -->
| {{+|2}}
+
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
| {{Bad|1}}
+
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
| [[File:Neanderthal.png|32px|link=Neanderthals]]
+
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
| Learning
+
* Specific drug addiction factor: x0%
 +
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 +
| {{+|3}}
 +
| {{Bad|1}}
  
|- id="Quick study"
+
|- id="Smokeleaf dependency"
! Quick study<br>[[File:Gene_FastLearning.png|64px]]
+
! Smokeleaf dependency<br>[[File:ChemicalDependency Smokeleaf.png|64px]]
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.''  
+
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 
----
 
----
* [[Global Learning Factor]] {{+|50%}}
+
? <!--Still needs more obviously, but adding now so its not forgotten. -->
| {{--|3}}
+
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
| {{Bad|2}}
+
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
| -
+
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
| Learning
+
* Specific drug addiction factor: x0%
 +
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 +
| {{+|3}}
 +
| {{Bad|1}}
  
|- id="Nearsighted"
+
|- id="Psychite dependency"
! Nearsighted<br>[[File:Gene_Nearsighted.png|64px]]
+
! Psychite dependency<br>[[File:ChemicalDependency Psychite.png|64px]]
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.''  
+
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 
----
 
----
* Accuracy factor (long) {{Bad|×25%}}
+
? <!--Still needs more obviously, but adding now so its not forgotten. -->
* Accuracy factor (medium) {{Bad|×50%}}
+
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
| {{+|2}}
+
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
 +
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
 +
* Specific drug addiction factor: x0%
 +
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 +
| {{+|4}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Dirtmole.png|32px|link=Dirtmoles]]<br>[[File:PigskinXenotype.png|32px|link=Pigskins]]
 
| ShootingAccuracy
 
  
|- id="Dark vision"
+
|- id="Go-juice dependency"
! Dark vision<br>[[File:Gene_Darkvision.png|64px]]
+
! Go-juice dependency<br>[[File:ChemicalDependency Go Juice.png|64px]]
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.''  
+
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 
----
 
----
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].
+
? <!--Still needs more obviously, but adding now so its not forgotten. -->
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description
+
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
* Removes [[mood]]: Darkness: {{--|5}}
+
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
| {{--|1}}
+
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
 +
* Specific drug addiction factor: x0%
 +
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 +
| {{+|4}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Dirtmole.png|32px|link=Dirtmoles]]<br>[[File:Sanguophage.png|32px|link=Sanguophages]]
 
| -
 
  
|- id="Inbred"
+
|- id="Wake-up dependency"
! Inbred<br>[[File:Gene_Inbred.png|64px]]
+
! Wake-up dependency<br>[[File:ChemicalDependency Wake Up.png|64px]]
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.''  
+
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 
----
 
----
* Forced trait: [[Slow learner]]
+
? <!--Still needs more obviously, but adding now so its not forgotten. -->
* [[Fertility]] {{Bad|×50%}}
+
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
* [[Immunity gain speed]] {{Bad|×85%}}
+
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
* Note: Despite being harmful, this gene also lowers metabolic efficiency.
+
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
| {{--|2}}
+
* Specific drug addiction factor: x0%
 +
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 +
| {{+|4}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
+
|}
| -
+
</div>
 +
</div>
 +
</li></div>
 +
 
 +
==Reproduction==
  
|- id="Mild cell instability"
+
<div><li style="display: inline-table;">
! Mild cell instability<br>[[File:Gene_MildCellInstability.png|64px]]
+
Click to <div class="mw-collapsible">
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.''
+
<div class="mw-collapsible-content">
----
+
{| {{STDT| sortable c_07 }}
* Lifespan factor {{Bad|×80%}}
+
! Name
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50
+
! Description
* [[Cancer]] rate factor {{Bad|×300%}}
+
! [[File:Metabolism.png|20px|Metabolism]]
* [[Immunity gain speed]] {{Bad|×96%}}
+
! [[File:Complexity.png|20px|Complexity]]
| {{+|2}}
 
| {{Bad|1}}
 
| -
 
| CellInstability
 
  
|- id="Major cell instability"
+
|- id="Sterile"
! Major cell instability<br>[[File:Gene_MajorCellInstability.png|64px]]
+
! Sterile<br>[[File:Gene_Sterile.png|64px]]
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.''
+
| Carriers of this gene cannot reproduce by natural means.
 
----
 
----
* Lifespan factor {{Bad|×60%}}
+
* Fertility ×0%
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50
+
| {{+|1}}
* [[Cancer]] rate factor {{Bad|×500%}}
 
* [[Immunity gain speed]] {{Bad|×92%}}
 
| {{+|4}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
 
| CellInstability
 
  
|- id="Grayless hair"
+
|- id="Fertile"
! Grayless hair<br>[[File:Gene_GreylessHair.png|64px]]
+
! Fertile<br>[[File:Gene_Fertile.png|64px]]
| ''Carriers of this gene keep their natural hair color as they age.''
+
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.
 
----
 
----
* No age-related gray hair.
+
* Fertility ×200%
 
| '''0'''
 
| '''0'''
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Highmate.png|32px|link=Highmates]]
 
| -
 
  
|- id="Human hands"
+
|- id="Low libido"
! Human hands<br>[[File:Gene_HandsHuman.png|64px]]
+
! Low libido<br>[[File:Gene_LowLibido.png|64px]]
| ''Carriers of this gene have regular human hands.''
+
| Carriers of this gene are less likely to engage in lovin' with their partner.
 
----
 
----
 +
* {{MTB}} [[Lovin']] Factor: {{Bad|2}}
 
| '''0'''
 
| '''0'''
| '''0'''
 
| -
 
| Hands
 
 
|- id="Trotter hands"
 
! Trotter hands<br>[[File:Gene_HandsTrotter.png|64px]]
 
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.''
 
----
 
* [[Manipulation]] {{Bad|×85%}}
 
| {{+|1}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:PigskinXenotype.png|32px|link=Pigskins]]
 
| Hands
 
  
|- id="Elongated fingers"
+
|- id="High libido"
! Elongated fingers<br>[[File:Gene_ElongatedFingers.png|64px]]
+
! High libido<br>[[File:Gene_HighLibido.png|64px]]
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.''
+
| Carriers of this gene are more likely to engage in lovin' with their partner.
 
----
 
----
* [[Manipulation]] {{Good|×110%}}
+
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}}  
| {{--|1}}
 
| {{Bad|1}}
 
| [[File:Genie.png|32px|link=Genies]]
 
| Hands
 
 
 
|- id="Furskin"
 
! Furskin<br>[[File:Gene_Furskin.png|64px]]
 
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.''
 
----
 
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}
 
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%
 
* {{RimworldIcon}}Removes mood: Naked: -6
 
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4
 
| {{--|1}}
 
| {{Bad|1}}
 
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| HairStyle<br>Fur<br>BeardStyle<br>
 
 
 
|- id="Pig nose"
 
! Pig nose<br>[[File:Gene_NosePig.png|64px]]
 
| ''Carriers of this gene have pig-like snouts.''
 
----
 
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%
 
 
| '''0'''
 
| '''0'''
| '''0'''
 
| [[File:PigskinXenotype.png|32px|link=Pigskins]]
 
| Nose
 
 
|- id="Pollution stimulus"
 
! Pollution stimulus<br>[[File:Gene_PollutionRush.png|64px]]
 
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.''
 
----
 
* Gain stat bonuses when exposed to pollution.
 
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.
 
| {{--|1}}
 
| {{Bad|1}}
 
| [[File:Waster.png|32px|link=Wasters]]
 
| -
 
 
|- id="Unstoppable"
 
! Unstoppable<br>[[File:Gene_Unstoppable.png|64px]]
 
| ''Carriers of this gene are not slowed down when taking damage.''
 
----
 
* Stagger time multiplier {{Good|×0%}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| [[File:Hussar.png|32px|link=Hussars]]
 
| -
 
 
|- id="Furry tail"
 
! Furry tail<br>[[File:Gene_TailFurry.png|64px]]
 
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.''
 
----
 
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}
 
* Adds an aesthetic only tail to the pawn's sprite
 
* Note: Does '''not''' add a targetable or damageable [[body part]]
 
| {{--|1}}
 
| {{Bad|1}}
 
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| Tail
 
 
|- id="Smooth tail"
 
! Smooth tail<br>[[File:Gene_TailSmooth.png|64px]]
 
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.''
 
----
 
* [[Manipulation]]: {{+|5%}}
 
* Adds an aesthetic only tail to the pawn's sprite
 
* Note: Does '''not''' add a targetable or damageable [[body part]]
 
| {{--|1}}
 
| {{Bad|1}}
 
| -
 
| Tail
 
 
|}
 
</div>
 
</div>
 
</li></div>
 
 
== Aptitudes ==
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Skill<!--for the sake of sorting, and they do exclude each other too-->
 
 
|- id="Awful animals"
 
! Awful Animals<br>[[File:Gene_AwfulAnimals.png|64px]]
 
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.''
 
----
 
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Removes all [[passion]]s for [[Skills#Animals|Animals]]
 
| {{+|2}}
 
| {{Bad|1}}
 
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Waster.png|32px|link=Wasters]]
 
| Animals
 
 
|- id="Awful artistic"
 
! Awful Artistic<br>[[File:Gene_AwfulArtistic.png|64px]]
 
| ''The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.''
 
----
 
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Removes all [[passion]]s for [[Artistic]]
 
| {{+|2}}
 
| {{Bad|1}}
 
| [[File:Hussar.png|32px|link=Hussars]]
 
| Artistic
 
 
|- id="Awful construction"
 
! Awful Construction<br>[[File:Gene_AwfulConstruction.png|64px]]
 
| ''The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.''
 
----
 
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Removes all [[passion]]s for [[Construction]]
 
| {{+|2}}
 
|{{Bad|1}}
 
| -
 
| Construction
 
 
|- id="Awful cooking"
 
! Awful Cooking<br>[[File:Gene_AwfulCooking.png|64px]]
 
| ''The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.''
 
----
 
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Removes all [[passion]]s for [[Cooking]]
 
| {{+|2}}
 
|{{Bad|1}}
 
| -
 
| Cooking
 
 
|- id="Awful crafting"
 
! Awful Crafting<br>[[File:Gene_AwfulCrafting.png|64px]]
 
| ''The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.''
 
----
 
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Removes all [[passion]]s for [[Crafting]]
 
| {{+|2}}
 
|{{Bad|1}}
 
| -
 
| Crafting
 
 
|- id="Awful medical"
 
! Awful Medical<br>[[File:Gene_AwfulMedical.png|64px]]
 
| ''The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.''
 
----
 
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Removes all [[passion]]s for [[Medical]]
 
| {{+|2}}
 
|{{Bad|1}}
 
| -
 
| Medical
 
 
|- id="Awful melee"
 
! Awful Melee<br>[[File:Gene_AwfulMelee.png|64px]]
 
| ''The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.''
 
----
 
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Removes all [[passion]]s for [[Melee]]
 
| {{+|2}}
 
|{{Bad|1}}
 
| -
 
| Melee
 
 
|- id="Awful mining"
 
! Awful Mining<br>[[File:Gene_AwfulMining.png|64px]]
 
| ''The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.''
 
----
 
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Removes all [[passion]]s for [[Mining]]
 
| {{+|2}}
 
|{{Bad|1}}
 
| [[File:Yttakin.png|32px|link=Yttakin]]<br>[[File:Highmate.png|32px|link=Highmates]]
 
| Mining
 
 
|- id="Awful intellectual"
 
! Awful Intellectual<br>[[File:Gene_AwfulIntellectual.png|64px]]
 
| ''The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.''
 
----
 
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Removes all [[passion]]s for [[Intellectual]]
 
| {{+|2}}
 
|{{Bad|1}}
 
| -
 
| Intellectual
 
 
|- id="Awful plants"
 
! Awful Plants<br>[[File:Gene_AwfulPlants.png|64px]]
 
| ''The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.''
 
----
 
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Removes all [[passion]]s for [[Skills#Plants|Plants]]
 
| {{+|2}}
 
|{{Bad|1}}
 
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Highmate.png|32px|link=Highmates]]
 
| Plants
 
 
|- id="Awful shooting"
 
! Awful Shooting<br>[[File:Gene_AwfulShooting.png|64px]]
 
| ''The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.''
 
----
 
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Removes all [[passion]]s for [[Shooting]]
 
| {{+|2}}
 
| {{Bad|1}}
 
| -
 
| Shooting
 
 
|- id="Awful social"
 
! Awful Social<br>[[File:Gene_AwfulSocial.png|64px]]
 
| ''The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.''
 
----
 
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Removes all [[passion]]s for [[Skills#Social|Social]]
 
| {{+|2}}
 
| {{Bad|1}}
 
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Hussar.png|32px|link=Hussars]]
 
| Social
 
 
 
 
|- id="Poor animals"
 
! Poor Animals<br>[[File:Gene_PoorAnimals.png|64px]]
 
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
| {{Bad|1}}
 
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Impid.png|32px|link=Impids]]
 
| Animals
 
 
|- id="Poor artistic"
 
! Poor Artistic<br>[[File:Gene_PoorArtistic.png|64px]]
 
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
| {{Bad|1}}
 
| [[File:Waster.png|32px|link=Wasters]]
 
| Artistic
 
 
|- id="Poor construction"
 
! Poor Construction<br>[[File:Gene_PoorConstruction.png|64px]]
 
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
|{{Bad|1}}
 
| -
 
| Construction
 
 
|- id="Poor cooking"
 
! Poor Cooking<br>[[File:Gene_PoorCooking.png|64px]]
 
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
|{{Bad|1}}
 
| [[File:PigskinXenotype.png|32px|link=Pigskins]]<br>[[File:Waster.png|32px|link=Wasters]]
 
| Cooking
 
 
|- id="Poor crafting"
 
! Poor Crafting<br>[[File:Gene_PoorCrafting.png|64px]]
 
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
|{{Bad|1}}
 
| -
 
| Crafting
 
 
|- id="Poor medical"
 
! Poor Medical<br>[[File:Gene_PoorMedical.png|64px]]
 
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
|{{Bad|1}}
 
| -
 
| Medical
 
 
|- id="Poor melee"
 
! Poor Melee<br>[[File:Gene_PoorMelee.png|64px]]
 
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
|{{Bad|1}}
 
| -
 
| Melee
 
 
|- id="Poor mining"
 
! Poor Mining<br>[[File:Gene_PoorMining.png|64px]]
 
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
|{{Bad|1}}
 
| -
 
| Mining
 
 
|- id="Poor intellectual"
 
! Poor Intellectual<br>[[File:Gene_PoorIntellectual.png|64px]]
 
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
|{{Bad|1}}
 
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 
| Intellectual
 
 
|- id="Poor plants"
 
! Poor Plants<br>[[File:Gene_PoorPlants.png|64px]]
 
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
|{{Bad|1}}
 
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Impid.png|32px|link=Impids]]
 
| Plants
 
 
|- id="Poor shooting"
 
! Poor Shooting<br>[[File:Gene_PoorShooting.png|64px]]
 
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
| {{Bad|1}}
 
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 
| Shooting
 
 
|- id="Poor social"
 
! Poor Social<br>[[File:Gene_PoorSocial.png|64px]]
 
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
| {{Bad|1}}
 
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 
| Social
 
 
|- id="Strong animals"
 
! Strong Animals<br>[[File:Gene_StrongAnimals.png|64px]]
 
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
| {{Bad|2}}
 
| -
 
| Animals
 
 
|- id="Strong artistic"
 
! Strong Artistic<br>[[File:Gene_StrongArtistic.png|64px]]
 
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
| {{Bad|2}}
 
| -
 
| Artistic
 
 
|- id="Strong construction"
 
! Strong Construction<br>[[File:Gene_StrongConstruction.png|64px]]
 
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
|{{Bad|2}}
 
| -
 
| Construction
 
 
|- id="Strong cooking"
 
! Strong Cooking<br>[[File:Gene_StrongCooking.png|64px]]
 
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
|{{Bad|2}}
 
| -
 
| Cooking
 
 
|- id="Strong crafting"
 
! Strong Crafting<br>[[File:Gene_StrongCrafting.png|64px]]
 
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
|{{Bad|2}}
 
| -
 
| Crafting
 
 
|- id="Strong medical"
 
! Strong Medical<br>[[File:Gene_StrongMedical.png|64px]]
 
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
|{{Bad|2}}
 
| -
 
| Medical
 
 
|- id="Strong melee"
 
! Strong Melee<br>[[File:Gene_StrongMelee.png|64px]]
 
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
|{{Bad|2}}
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| Melee
 
 
|- id="Strong mining"
 
! Strong Mining<br>[[File:Gene_StrongMining.png|64px]]
 
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
|{{Bad|2}}
 
| -
 
| Mining
 
 
|- id="Strong intellectual"
 
! Strong Intellectual<br>[[File:Gene_StrongIntellectual.png|64px]]
 
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
|{{Bad|2}}
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| Intellectual
 
 
|- id="Strong plants"
 
! Strong Plants<br>[[File:Gene_StrongPlants.png|64px]]
 
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
|{{Bad|2}}
 
| -
 
| Plants
 
 
|- id="Strong shooting"
 
! Strong Shooting<br>[[File:Gene_StrongShooting.png|64px]]
 
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
| {{Bad|2}}
 
| -
 
| Shooting
 
 
|- id="Strong social"
 
! Strong Social<br>[[File:Gene_StrongSocial.png|64px]]
 
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
| {{Bad|2}}
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| Social
 
 
 
|- id="Great animals"
 
! Great Animals<br>[[File:Gene_GreatAnimals.png|64px]]
 
| ''The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.''
 
----
 
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]
 
| {{--|3}}
 
| {{Bad|2}}
 
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| Animals{{ref label|Passion|A}}
 
 
|- id="Great artistic"
 
! Great Artistic<br>[[File:Gene_GreatArtistic.png|64px]]
 
| ''The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.''
 
----
 
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Artistic]]
 
| {{--|3}}
 
| {{Bad|2}}
 
| -
 
| Artistic{{ref label|Passion|A}}
 
 
|- id="Great construction"
 
! Great Construction<br>[[File:Gene_GreatConstruction.png|64px]]
 
| ''The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.''
 
----
 
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Construction]]
 
| {{--|3}}
 
| {{Bad|2}}
 
| -
 
| Construction{{ref label|Passion|A}}
 
 
|- id="Great cooking"
 
! Great Cooking<br>[[File:Gene_GreatCooking.png|64px]]
 
| ''The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.''
 
----
 
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Cooking]]
 
| {{--|3}}
 
| {{Bad|2}}
 
| -
 
| Cooking{{ref label|Passion|A}}
 
 
|- id="Great crafting"
 
! Great Crafting<br>[[File:Gene_GreatCrafting.png|64px]]
 
| ''The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.''
 
----
 
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Crafting]]
 
| {{--|3}}
 
| {{Bad|2}}
 
| [[File:Genie.png|32px|link=Genies]]
 
| Crafting{{ref label|Passion|A}}
 
 
|- id="Great medical"
 
! Great Medical<br>[[File:Gene_GreatMedical.png|64px]]
 
| ''The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.''
 
----
 
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Medical]]
 
| {{--|3}}
 
| {{Bad|2}}
 
| -
 
| Medical{{ref label|Passion|A}}
 
 
|- id="Great melee"
 
! Great Melee<br>[[File:Gene_GreatMelee.png|64px]]
 
| ''The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.''
 
----
 
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Melee]]
 
| {{--|3}}
 
| {{Bad|2}}
 
| [[File:Hussar.png|32px|link=Hussars]]
 
| Melee{{ref label|Passion|A}}
 
 
|- id="Great mining"
 
! Great Mining<br>[[File:Gene_GreatMining.png|64px]]
 
| ''The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.''
 
----
 
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Mining]]
 
| {{--|3}}
 
| {{Bad|2}}
 
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
 
| Mining{{ref label|Passion|A}}
 
 
|- id="Great intellectual"
 
! Great Intellectual<br>[[File:Gene_GreatIntellectual.png|64px]]
 
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.''
 
----
 
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Intellectual]]
 
| {{--|3}}
 
| {{Bad|2}}
 
| [[File:Genie.png|32px|link=Genies]]
 
| Intellectual{{ref label|Passion|A}}
 
 
|- id="Great plants"
 
! Great Plants<br>[[File:Gene_GreatPlants.png|64px]]
 
| ''The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.''
 
----
 
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]
 
| {{--|3}}
 
| {{Bad|2}}
 
| -
 
| Plants{{ref label|Passion|A}}
 
 
|- id="Great shooting"
 
! Great Shooting<br>[[File:Gene_GreatShooting.png|64px]]
 
| ''The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.''
 
----
 
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Shooting]]
 
| {{--|3}}
 
| {{Bad|2}}
 
| [[File:Hussar.png|32px|link=Hussars]]
 
| Shooting{{ref label|Passion|A}}
 
 
|- id="Great social"
 
! Great Social<br>[[File:Gene_GreatSocial.png|64px]]
 
| ''The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.''
 
----
 
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Skills#Social|Social]]
 
| {{--|3}}
 
| {{Bad|2}}
 
| [[File:Highmate.png|32px|link=Highmates]]
 
| Social{{ref label|Passion|A}}
 
|}
 
</div>
 
</div>
 
</li></div>
 
:{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.
 
 
== Drugs ==
 
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}
 
{{Recode|section=1|reason=The patch notes for 1.5 say that drug-related genes no longer prevent overdose across all drugs. Verify if true, then edit this section to reflect the change}}
 
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].
 
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
 
|- id="Alcohol resistant"
 
! Alcohol resistant<br>[[File:AddictionResistant Alcohol.png|64px]]
 
| ''Carriers are only half as likely to become addicted to Alcohol.''
 
----
 
* [[Beer|Alcohol]] addiction factor: ×50%
 
* Alcohol tolerance gain: ×50%
 
| {{--|1}}
 
| {{Bad|1}}
 
 
|- id="Smokeleaf resistant"
 
! Smokeleaf resistant<br>[[File:AddictionResistant Smokeleaf.png|64px]]
 
| ''Carriers are only half as likely to become addicted to Smokeleaf.''
 
----
 
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%
 
* Smokeleaf tolerance gain: ×50%
 
| {{--|1}}
 
| {{Bad|1}}
 
 
|- id="Psychite resistant"
 
! Psychite resistant<br>[[File:AddictionResistant Psychite.png|64px]]
 
| ''Carriers are only half as likely to become addicted to Psychite.''
 
----
 
* [[Psychite]] addiction factor: ×50%
 
* Psychite tolerance gain: ×50%
 
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}}
 
| {{--|2}}
 
| {{Bad|1}}
 
 
|- id="Go-juice resistant"
 
! Go-juice resistant<br>[[File:AddictionResistant Go Juice.png|64px]]
 
| ''Carriers are only half as likely to become addicted to Go-juice.''
 
----
 
* [[Go-juice]] addiction factor: ×50%
 
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}}
 
| {{--|2}}
 
| {{Bad|1}}
 
 
|- id="Wake-up resistant"
 
! Wake-up resistant<br>[[File:AddictionResistant Wake Up.png|64px]]
 
| ''Carriers are only half as likely to become addicted to Wake-up.''
 
----
 
* [[Wake-up]] addiction factor: ×50%
 
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}
 
| {{--|2}}
 
| {{Bad|1}}
 
 
|- id="Alcohol impervious"
 
! Alcohol impervious<br>[[File:AddictionImmune Alcohol.png|64px]]
 
| ''Carriers of this gene never get addicted to Alcohol.''
 
----
 
* Alcohol addiction factor: x0%
 
* Tolerance build-up for all drugs: -100%
 
| {{--|3}}
 
| {{Bad|2}}
 
 
|- id="Smokeleaf impervious"
 
! Smokeleaf impervious<br>[[File:AddictionImmune Smokeleaf.png|64px]]
 
| ''Carriers of this gene never get addicted to Smokeleaf.''
 
----
 
* Smokeleaf addiction factor: x0%
 
* Tolerance build-up for all drugs: -100%
 
| {{--|3}}
 
| {{Bad|2}}
 
 
|- id="Psychite impervious"
 
! Psychite impervious<br>[[File:AddictionImmune Psychite.png|64px]]
 
| ''Carriers of this gene never get addicted to Psychite.''
 
----
 
* Psychite addiction factor: x0%
 
* Tolerance build-up for ''all'' drugs: ×0%
 
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.
 
| {{--|5}}
 
| {{Bad|2}}
 
 
|- id="Go-juice impervious"
 
! Go-juice impervious<br>[[File:AddictionImmune Go Juice.png|64px]]
 
| ''Carriers of this gene never get addicted to Go-juice.''
 
----
 
* Go-juice addiction factor: x0%
 
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.
 
| {{--|5}}
 
| {{Bad|2}}
 
 
|- id="Wake-up impervious"
 
! Wake-up impervious<br>[[File:AddictionImmune Wake Up.png|64px]]
 
| ''Carriers of this gene never get addicted to Wake-up.''
 
----
 
* Wake-up addiction factor: x0%
 
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.
 
 
| {{--|5}}
 
| {{Bad|2}}
 
 
|- id="Alcohol dependency"
 
! Alcohol dependency<br>[[File:ChemicalDependency Alcohol.png|64px]]
 
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 
----
 
<!--Still needs more obviously, but adding now so its not forgotten. -->
 
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
 
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}
 
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},
 
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)
 
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting-->
 
* Alcohol addiction factor: x0%
 
 
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.
 
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 
| {{+|3}}
 
| {{Bad|1}}
 
 
|- id="Smokeleaf dependency"
 
! Smokeleaf dependency<br>[[File:ChemicalDependency Smokeleaf.png|64px]]
 
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 
----
 
<!--Still needs more obviously, but adding now so its not forgotten. -->
 
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
 
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}
 
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},
 
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)
 
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting-->
 
* Smokeleaf addiction factor: x0%
 
 
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.
 
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 
| {{+|3}}
 
| {{Bad|1}}
 
 
|- id="Psychite dependency"
 
! Psychite dependency<br>[[File:ChemicalDependency Psychite.png|64px]]
 
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 
----
 
<!--Still needs more obviously, but adding now so its not forgotten. -->
 
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}
 
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},
 
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)
 
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting-->
 
* Psychite addiction factor: x0%
 
* Psychite overdose chance: ×0%{{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] is not prevented.
 
 
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.
 
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 
| {{+|4}}
 
| {{Bad|1}}
 
 
|- id="Go-juice dependency"
 
! Go-juice dependency<br>[[File:ChemicalDependency Go Juice.png|64px]]
 
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 
----
 
? <!--Still needs more obviously, but adding now so its not forgotten. -->
 
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}
 
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},
 
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)
 
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting-->
 
* Go-juice addiction factor: x0%
 
* Go-juice overdose chance: ×0%. {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented.
 
 
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.
 
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 
| {{+|4}}
 
| {{Bad|1}}
 
 
|- id="Wake-up dependency"
 
! Wake-up dependency<br>[[File:ChemicalDependency Wake Up.png|64px]]
 
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 
---- <!--Still needs more obviously, but adding now so its not forgotten. -->
 
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}
 
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.
 
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)
 
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting-->
 
* Wake-up addiction factor: x0%
 
* Wake-up overdose chance: ×0% {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented.
 
 
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.
 
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 
| {{+|4}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
 
|}
 
|}
Line 2,881: Line 1,754:
 
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Click to <div class="mw-collapsible">
 
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<div class="mw-collapsible-content">
{| {{STDT| sortable c_03 text-valign:top}}
+
{| {{STDT| sortable c_03 }}
 
! Name
 
! Name
 
! Description
 
! Description
Line 2,903: Line 1,776:
 
:* Charges: 1
 
:* Charges: 1
 
:* AI Can Use: False
 
:* AI Can Use: False
* Market value of [[genepack]]s containing this gene: ×150%
 
 
| '''0'''
 
| '''0'''
 
| {{Bad|4}}
 
| {{Bad|4}}
Line 2,934: Line 1,806:
  
 
== Notes ==
 
== Notes ==
* Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.
+
* Genes that are restricted for specific xeno humans will cause a bug if its present at humans not belonging to said xeno races. (i.e: unable to draft){{Check Tag|Clarify|I cannot understand what this is trying to say. I can't even say if its wrong/been fixed because I'm not sure what "Genes that are restricted for specific xeno humans" even means}}
  
 
== Version history ==  
 
== Version history ==  
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply.
 
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.
 
* [[Version/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect.
 
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}. Fix: Some hemogenic abilities can be queued without enough hemogen.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.
 
* [[Version/1.4.3542|1.4.3542]] - Fix: Coagulate can still be queued if hemogen is below casting cost.
 
 
* [[Version/1.4.3555|1.4.3555]] -
 
* [[Version/1.4.3555|1.4.3555]] -
 
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.
 
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:
+
**Many genes now give direct boosts, instead of forcing traits allowing them to stack:
 
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}.  
 
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}.  
 
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.
 
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.
 
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.
 
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|2}}.  
+
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|1}}.  
 
** '''<Drug> addict-resist''' genes renamed to [[#Alcohol resistant|<Drug> resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}.  
 
** '''<Drug> addict-resist''' genes renamed to [[#Alcohol resistant|<Drug> resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}.  
 
** '''<Drug> addict-immune''' genes renamed to [[#Alcohol impervious|<Drug> impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}.  
 
** '''<Drug> addict-immune''' genes renamed to [[#Alcohol impervious|<Drug> impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}.  
 
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}.  
 
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}.  
** Fix: Remove reference to damage over time in acid spray ability description. {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.|''[...] stick to targets and burn them over time.''}} to {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.|''[...] stick to targets and burn them.''}}
+
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are mutually exclusive.
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.
+
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{---|5}} to {{---|10}}.
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.
 
** When a [[#Deathless|deathless]] pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.
 
** Fix: Bloodfeed can be used on pawns in mental states.
 
* [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset.
 
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.
 
* [[Version/1.4.3613|1.4.3613]] - Fix: Reimplant ability not working with custom xenotypes.
 
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility.
 
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.
 
* [[Version/1.5.4062|1.5.4062]] -
 
** Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.
 
** Remove reference to damage over time in acid spray gene description. ("...it will stick to enemies and burn them over time." to "...it will stick to enemies and burn them.")
 
** Added more acid filth texture options for acid spray so it never looks tiled.
 
** Attached helpful text to mouse when selected pawn is aiming animal warcall ability.
 
** Updated fire spew LOS highlighting.
 
** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
 
** Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
 
** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.
 
** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.
 
** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.
 
** Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.
 
** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.
 
** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.
 
** Fix: Pawns still carry a weapon after getting incapable of violence gene.
 
** Fix: Pawns incapable of violence still can use combat gene abilities
 
 
 
 
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[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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