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:''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. When 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 pawn.
 
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.
 
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.
 
| '''0'''
 
| '''0'''
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== Special abilities ==
 
== Special abilities ==
{{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}}
 
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
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:* Charges: 2
 
:* Charges: 2
 
:* AI Can Use: True
 
:* AI Can Use: True
| {{--|3}}
+
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| [[File:Yttakin.png|32px|link=Yttakin]]
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|- 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 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.
 
:* Target: Pawn or Location
 
:* Target: Pawn or Location
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:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}
 
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}
 
:** Bloodfeeder must have a non-0% [[Eating]] capacity.
 
:** Bloodfeeder must have a non-0% [[Eating]] capacity.
:* 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]].
+
:* Target: Single non-[[#Hemogenic|Hemogenic]]{{Check Tag|Verify|Description says hemogenic, xml says canTargetBloodfeeders. which is it?}} human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].
 
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.
 
:** 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]].
 
*{{+|2}} [[mood]] when near a [[blood torch]].
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----
 
----
 
*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 {{Bad|50%}} and [[Psychic Sensitivity]] -100%.
 
**See the [[deathrest|deathrest article]] for more details.
 
**See the [[deathrest|deathrest article]] for more details.
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| ''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.  
 
| ''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%}}
+
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}
:<small>Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage</small>
 
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
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| ''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.  
 
| ''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 when within 20.9{{Check Tag|?}} tiles of fire
** {{--|10}} ''Afraid of fire'' [[mood]]let
+
* 0.1 day mtb chance of "Fleeing fire" mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire
** 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
 
* Suppresses [[Pyromaniac]] trait
:<small>Note that blind pawns are still affected by pyrophobia, and will still flee</small>
 
 
| {{+|4}}
 
| {{+|4}}
 
| {{Bad|1}}
 
| {{Bad|1}}
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----
 
----
 
* Melee damage factor ×50%
 
* Melee damage factor ×50%
** 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}}.
+
** 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}} and [[Knee spike]]s{{RoyaltyIcon}}.
 
| {{+|1}}
 
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
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----
 
----
 
* Melee damage factor ×150%
 
* Melee damage factor ×150%
** 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}}.
+
** 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}} and [[Knee spike]]s{{RoyaltyIcon}}.
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
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* Effects:
 
* Effects:
 
** Disables [[need]]: [[Sleep]]
 
** Disables [[need]]: [[Sleep]]
** If all pawns in [[caravan]] have this gene, they don't need to stop at night.
 
 
* Market value of [[genepack]]s containing this gene: ×125%
 
* Market value of [[genepack]]s containing this gene: ×125%
 
| {{--|6}}
 
| {{--|6}}
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| ''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 have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.''  
 
----
 
----
* 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}}
+
* Immune to [[food poisoning]].  
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
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| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| [[File:Yttakin.png|32px|link=Yttakin]]
| Animals{{ref label|Passion|A}}
+
| Animals
  
 
|- id="Great artistic"
 
|- id="Great artistic"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| -
 
| -
| Artistic{{ref label|Passion|A}}
+
| Artistic
  
 
|- id="Great construction"
 
|- id="Great construction"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| -
 
| -
| Construction{{ref label|Passion|A}}
+
| Construction
  
 
|- id="Great cooking"
 
|- id="Great cooking"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| -
 
| -
| Cooking{{ref label|Passion|A}}
+
| Cooking
  
 
|- id="Great crafting"
 
|- id="Great crafting"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Genie.png|32px|link=Genies]]
 
| [[File:Genie.png|32px|link=Genies]]
| Crafting{{ref label|Passion|A}}
+
| Crafting
  
 
|- id="Great medical"
 
|- id="Great medical"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| -
 
| -
| Medical{{ref label|Passion|A}}
+
| Medical
  
 
|- id="Great melee"
 
|- id="Great melee"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Hussar.png|32px|link=Hussars]]
 
| [[File:Hussar.png|32px|link=Hussars]]
| Melee{{ref label|Passion|A}}
+
| Melee
  
 
|- id="Great mining"
 
|- id="Great mining"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
 
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
| Mining{{ref label|Passion|A}}
+
| Mining
  
 
|- id="Great intellectual"
 
|- id="Great intellectual"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Genie.png|32px|link=Genies]]
 
| [[File:Genie.png|32px|link=Genies]]
| Intellectual{{ref label|Passion|A}}
+
| Intellectual
  
 
|- id="Great plants"
 
|- id="Great plants"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| -
 
| -
| Plants{{ref label|Passion|A}}
+
| Plants
  
 
|- id="Great shooting"
 
|- id="Great shooting"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Hussar.png|32px|link=Hussars]]
 
| [[File:Hussar.png|32px|link=Hussars]]
| Shooting{{ref label|Passion|A}}
+
| Shooting
  
 
|- id="Great social"
 
|- id="Great social"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Highmate.png|32px|link=Highmates]]
 
| [[File:Highmate.png|32px|link=Highmates]]
| Social{{ref label|Passion|A}}
+
| Social
 
|}
 
|}
 
</div>
 
</div>
 
</div>
 
</div>
 
</li></div>
 
</li></div>
:{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.
 
  
 
== Drugs ==
 
== Drugs ==
 
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}
 
{{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]].
 
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].
  
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== Notes ==
 
== Notes ==
 +
* 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}}
 
* 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.
 
* 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.
  
 
== Version history ==  
 
== Version history ==  
 +
{{Move|section=1|reason=Some parts of this version history should be moved to [[Genetics]] as they affect the system generally, not the individual genes}}
 
* [[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/1.4.3524|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/1.4.3525|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/1.4.3531|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}}.
* [[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/1.4.3534|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/1.4.3542|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]] -
Line 2,956: Line 2,948:
 
** '''<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 now mutually exclusive.
 
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.
 
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.
 
** 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/1.4.3557|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/1.4.3563|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/1.4.3641|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/1.4.3682|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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