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