intelligent species

home/world//species/
sentient species are animals capable of independent thought, seperate from their instincts. they are able to act with a conscience and have the ability to produce culture, language, ideology and organized governance. each species is given seperate genes, which together form a single xenotype. genes dictate their phenotype. their conscience, as mentioned earlier, works within the constraints of their phenotype which affects their behaviour.

there are currently genes listed.

Species

  • anthropoi
  • xotika
  • daimones
  • sylloges
  • theotites
  • rompot
  • entoma
  • dasi
  • taktika
  • chronoi
  • sapiles

genes

the main types of genes are cosmetic, defensive, metabolic, neurological, conscientious, reproductive, longevous and miscellaneous. not made clear, but genes also apply to non-sentient beings. they just aren't listed here. they can affect their bearer's stats or give the bearer additional modifiers. each gene gives a specified amount of genetic rot. a positive number increases rot, negative decreases it. when at 100 rot the bearer will abandon their species and morph into a sapila.

cosmetic 1.

furry skin

5
the bearer has fuzzy, tightly grouped hairs spread all around their body modifiers +30% cold resistance -30% heat resistance

feathered skin

10
the bearer has light structures all around its body modifiers +20% movement, -50% fall damage +30% fire damage

scaled skin

15
the bearer's body is covered in small, hard plates modifiers +40% defense -40% healing

moist skin

0
the bearer's skin is thin and ideal for motion in water modifiers +60% swimming -50% pollution resistance, -50% hydration

exoskeleton

15
the bearer's skin is a hard outer shell modifiers +50% defense -25% stamina

photosynthetic skin

5
the bearer has skin which can absorb energy from natural sunlight modifiers +20% healing, -20% hunger in daylight -20% healing, +20% hunger inside

bark skin

0
the bearer has an harsh, woody layer covering its more fragile inside skin modifiers +30% defense -50% dexterity, no regeneration of outer skin

chromatophoric skin

10
the bearer can manipulate their pigmentation so that they can change their skin color. modifiers +30% stealth, +15% dodge chance -30% magic resistance

translucent skin

-5
the bearer has see through skin which allow any eyes to directly see the internal organs of the bearer modifiers +50% magic resistance +40% UV damage

bioluminescent skin

0
the bearer has the ability to give their skin produce natural light modifiers +natural night vision -10% stealth when light is active

slime skin

20
the bearer has goo-like skin structure that can mutate and collapse at will modifiers +50% fire-, heat-, cold- and pollution resistant -40% precision, -40% dexterity

cosmetic 2.

human skin

0
the bearer has moderately fragile and mostly hairless skin, apart from the scalp, chest, armpits, face and the area surrounding the reproductive organs

melanated skin

0
skin color is decided through melanin. results in a spectrum varying from pale
to dark
.

chemical pigmented skin

0
skin color is decided through natural chemicals meaning their skin color can range from red to violet on the rainbow spectrum

opaque skin

0
the bearer has normal non-see-through skin

body type 1

-2
the bearer, in maturity, is of extremely small stature 25% body size modifiers -10% hunger, +20% stealth -10% stamina

body type 2

3
the bearer, in maturity, is of small stature
50% body size modifiers +15% stealth

body type 3

-3
the bearer, in maturity, is of below-average stature
75% body size modifiers -5% resistance

body type 4

0
the bearer, in maturity, is of average stature
100% body size

body type 5

2
the bearer, in maturity, is of above-average stature
125% body size modifiers +2 carry capacity

body type 6

3
the bearer, in maturity, is of large stature
150% body size modifiers +10% combat

body type 7

5
the bearer, in maturity, is of extremely large stature
200% body size modifiers +10% hunger, -10% movement, -20% stealth

legged

0
the bearer has specialized limbs that can walk, run, jump, climb and swing.

limbless

-10
the bearer has no arms or legs and primarily uses their body to move around

bipedal

0
the bearer walks on two legs

multipedal

5
the bearer walks on more than two legs

elven ears

5
the bearer has larger and more flared ears modifiers +25% spatial awareness, +5% dexterity loud noises cause in-the-moment temporal hearing loss

defensive

dense skin

10
the bearer has natural dense skin making them more resistant against blunt hits than normal modifiers +30% defense

organ relocation

25
the bearer has the ability to relocate their internal organs at will, letting them avoid otherwise fatal attacks modifiers 50% chance to avoid fatal hit -20% stamina per use

improved woundhealing

15
the bearer has more efficient blood which allows them to recover from injuries faster than normal modifiers +25% healing

enraged

15
the bearer are in a constant fight-or-flight state and seek unreasonable bloodlust modifiers +35% combat, +20% defense -30% sanity

prey instinct

5
the bearer will run after during life-or-death situations modifiers +50% movement when in potentially lethal danger

acid impervious

15
the bearer will be completely immune to flesh-eating acid modifiers no acid damage

explosion impervious

15
the bearer will be completely immune to explosions modifiers no explosion damage

mimicry

40
the bearer can reorganize its own cells to take on a desired appearance at will modifiers can change appearance -50% stamina, +50% hunger

pain empowerment

15
the bearer turns inflicted pain into strength, though they still feel all of the pain inflicted modifiers -% strength dependent on pain scale -% sanity dependent on pain scale

metabolic

cold-blooded

-5
body temperature is regulated by environemnt modifiers +30% stamina regen in heat -30% stamina regen in cold

perpetual exhaustion

-20
the bearer will not be able to sleep, though this means they will constantly feel sluggish modifiers no resting -40% movement, -30% accuracy, -20% empathy, -20% work speed

empty stomach

-20
the bearer will not need any sort of food source to stay alive, but will be more irritable and generally irratic modifiers no nutrients -40% learning, -25% strength, -20% sanity, -10% immunity

acidic stomach

5
the bearer will burn through nutrients faster but will in turn be more productive modifiers +20% movement +40% hunger

controlled metabolism

0
the bearer can choose to stall their metabolism, though they will crawl around during dormancy modifiers forced crawling, -70% movement if unapplicable

root foraging

-10
the bearer can force their roots into the soil to look for nutritional value, though locating nutrients is unpredictable modifiers consumes 10% stamina/day with continued use, bearer is in asleep-like state

hibernation

0
the bearer will retreat into long and involuntary periods. modifiers +50% healing, +50% stealth during hibernation bearer will only eat and rest during hibernation

water-dependent

-25
the bearer must regularly submerge itself into bodies of water to survive, death occures a month after no water modifiers +50% stamina regen on water -50% stamina regen on land

toxic waste

5
the bearer's excrements are short-term poisonous to the environment modifiers +40% immunity waste temporarily gives -10 mood points to surrounding people

sleepy

10
the bearer sleeps for longer but is more productive as a result modifiers +30% movement, +15% work speed, +10% precision, +5% learning +40% rest

low oxygen

10
the bearer survive with a less-than-needed amount of oxygen modifiers +50% suffocation threshold

pressure tolerant

10
the bearer can regulate their metabolic needs specifically to survive high-pressure environments modifiers +50% pressure survival threshold

infrared vision

5
the bearer can freely 'toggle' between normal and infrared vision allowing them to spot heat and see in total darkness modifiers +infrared vision -80% spatial awareness when active

tremorsense

3
the bearer can sense the location of vibrations as long as it's on the same substance as itself modifiers +tremorsense -50% spatial awareness when active

neurological

fast learner

20
the bearer can learn at a heightened rate modifiers +20% learning

horrible learner

-25
the bearer takes a very, very long time to learn anything new modifiers -90% learning

retentionist

-10
the bearer takes a very, very long time to learn anything new modifiers cannot lose skill points -95% learning

magic-numb

5
the bearer has no sense of magic, spells used against it will also work less modifiers +75% magic resistance -100% magic

magic-heightened

5
the bearer will be more channeled to magic aswell to spells directed at it modifiers +30% magic no magic resistance

hyperfocus

7
the bearer can intensely focus on the task at hand modifiers +40% work speed with focus bearer will be unaware of surroundings

consolidation of thought

5
the bearer can intermittently use the thinking power of two brains at once when necessary modifiers +20% learning speed, 10% researching speed -10% sanity per 30min of use

forgetful genius

-5
the bearer very quickly loses skill points modifiers +90% learning speed -2 skill points for every 3 new skill points, skill loss +20%

instinct driven

10
the bearer is unable to override their natural instincts modifiers +30% precision, +30% spatial awareness, +30% dexterity -40% empathy, -10% social acceptance, -10% sanity

echolocation

5
the bearer can emit special sound waves to communicate with species also capable of echolocation from long-distance modifiers echolocation -30% stamina

conscientious

radical empath

5
the bearer has a radical feeling of moral justice. this feeling cannot be quelled by any circumstance modifiers empathy cannot go down -20% sanity when surrounded by distress/death

suppressed

-10
the bearer has a diminished sense of empathy modifiers -50% empathy

inherent heyoka

-20
the bearer has an inherent contrarian need to do the reverse of their internal moral compass modifiers no empathy, -30% sanity

follower of the law

-10
the bearer is obsessed with orderliness and following rigid ruling. chaos causes stress modifiers +50% sanity when allowed to follow routine -50% sanity when surrounded by out-of-ordinary things

hedonist

0
the bearer refuses authority and does what they want to do, even to the detriment of others. modifiers +50% mood recovery during leisure -50% work speed for tasks with skill under 10

hive mind

-30
the bearer is implanted or born with a hive mind gene that forces them to revoke consciousness modifiers no sanity, no empathy, +10% dexterity bearer has no independent instincts, thoughts, or awareness

reproductive

syngamy

0
to produce offspring the bearer must engage in sexual intercourse with a partner where two haploid gametes form a diploid zygote through fertilization of the egg

self-fertilization

5
the bearer possesses both the female and male organs necessary to self-fertilize or mate with other beings

oviparity

0
the bearer lays eggs in which an embryo and all the necessary nutrients to grow are inside. once mature, the embryo will break itself out

propagation

10
to produce offspring the bearer can release internal seedlings that will spread around the environment and slowly grow offspring

budding

-5
the bearer reproduces by growing attached buds modifiers -30% parent stamina per bud until maturity

brood

-10
offspring will die if the bearer strays too far from it modifiers +20% offspring immunity -50% parent movement

recessive genome

-5
the bearer's genes will always be recessively passed on to their offspring meaning it will be hidden if dominant genes are present

dominant genome

10
the bearer's genes will always be dominantly passed on to their offspring meaning it will take priority over recessive genes

parasitic genome

25
the bearer's genes will attempt to overwrite others modifiers 30% to overwrite genes, only works once per being -70% social acceptance

sterile

-20
the bearer's will be unable to produce offspring modifiers +20% work speed no reproduction

symbiotic reproduction

-10
offspring requires a secondary host species off of which it can feed modifiers offspring requires host until maturity

longevous

slower aging

25
the body experiences slower aging allowing the bearer to live longer modifiers -30% aging rate

biological freeze

10
the bearer completely stops aging after birth and is disallowed from developing biologically modifiers no aging no childhood skill development

fast maturity

5
the bearer matures much faster than normal, their aging resumes at a normal pace after childhood modifiers +90% aging rate during childhood only

fast living

-20
the bearer matures and lives for much shorter than normal modifiers +500% aging rate

rebirth

40
after death the bearer is reborn as a baby modifiers 80% skill loss upon rebirth

less decay

-5
the bearer will decay slower modifiers -50% aging -90% healing

halted aging

30
the bearer will completely stop biologically aging after reaching maturity, though can still be killed through external means modifiers no aging

unpredictable aging

5
the bearer unpredictably cycles between rejuvenation and aging giving them a randomized lifespan, the older the more intermittent the rejuvination is modifiers periodically reverses biological aging random% aging rate

miscellaneous

likeness

15
the bearer can inherently make those around them take a friendly liking to them without the use of magic, though this will drain their own sanity modifiers -10% sanity compound use, gradually removes effects when likeness is unused

insectile resurrection

30
the bearer can completely lose the majority of their bodily fluids and can stay in this husk-like state for years. as long as something is left, they can get up upon reanimation. modifiers 50% skill loss upon reawakening

explode on death

5
the bearer will explode upon death instantly damaging or killing anything in a nearby radius