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		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=161064</id>
		<title>Events</title>
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		<updated>2025-04-24T19:17:05Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Volcanic winter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite}}&lt;br /&gt;
{{For|a guide to survive events|Events Guide}}&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].&lt;br /&gt;
&lt;br /&gt;
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.&lt;br /&gt;
&lt;br /&gt;
Many event titles are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
There's a special kind of events called [[Quests]] which work under different rules.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Event List &amp;lt;span class=&amp;quot;mw-EventList_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt; == &lt;br /&gt;
For ease of navigation, events are subdivided into 3 groups: Storyteller events, Incidental events, and World events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-EventList_collapsible&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storyteller events ===&lt;br /&gt;
These events are controlled by the selected [[storyteller]]. Major and Weather events require at least the Builder [[difficulty]] to be able to trigger.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats mw-customtoggle-XWeather mw-customtoggle-RandomGood mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Click Here to Open/Close Storyteller categories}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Storyteller events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Category !! Location !! Favorability !! Duration !! Cooldown&amp;lt;br/&amp;gt; (days) !! Mood &amp;lt;br/&amp;gt;Related !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Enemy_attack|Enemy attack]] || Major || Colony Map ||  ||  ||  || {{Cross}} || Also called &amp;quot;raids&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Infestation|Infestation]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || The event &amp;quot;Too Deep: Infestation&amp;quot; is unrelated.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wastepack_infestation|Wastepack infestations]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Can also be triggered by destroyed Toxic Wastepacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Manhunter_pack|Manhunter pack]] || Major || Colony Map ||  || 24-54 hours, or until destruction ||  || {{Cross}} || Animals are infected with scaria&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_wave|Psychic wave]] || Major || Colony Map ||  || Until affected animals are incapacitated or die ||  || {{Cross}} || There's a variant that affects a single animal, which is not considered a major threat. &lt;br /&gt;
|-&lt;br /&gt;
| [[#Crashed_ship_part|Crashed ship part]] || Major || Colony Map ||  || Until destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2 variants: Defoliator ship and Psychic ship. Only the latter affects mood.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mech_cluster|Mech cluster]] || Major || Colony Map ||  || Until Destruction ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Can also be generated by Quests.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Problem_causer|Problem causer]] || Major || World ||  || Until Destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Requires [[Royalty]] {{RoyaltyIcon}}. 9 variants&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flashstorm|Flashstorm]] || Weather || Colony Map ||  || 0.075 - 0.1 days || {{Center|15}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Toxic_fallout|Toxic fallout]] || Weather || Colony Map ||  || 2.5 - 10.5 days || {{Center|90}} || {{Check}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[Insectoids]]/[[Mechanoids]] are immune.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Volcanic_winter|Volcanic winter]] || Weather || Colony Map ||  || 7.5 - 40 days || {{Center|140}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambrosia_sprout|Ambrosia sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Limited to 6 biomes: [[Tropical rainforest]]/[https://rimworldwiki.com/wiki/Biomes#Tropical_swamp swamp], [[Temperate forest]]/[https://rimworldwiki.com/wiki/Biomes#Temperate_swamp swamp], [[Boreal forest]], [[Arid shrubland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Animals_join|Animals join]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Animal_self-tamed|Animal self-tamed]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Aurora|Aurora]] || Random || Colony Map || Good || 0.125 - 0.35 days ||  || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Cargo_pods|Cargo pods]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Herd_migration:_.28Animal.29|Herd migration: (Animal)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Only happens on 5 biomes: [[Sea ice]], [[Ice sheet]], [[Tundra]], [[Desert]], [[Extreme desert]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Party|Party]] || Random || Colony Map || Good ||  ||  || {{Check}} || Requires a [[party spot]] or any gathering spot&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_soothe|Psychic soothe]] || Random || Colony Map || Good ||  || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader type.29|(Trader type)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Orbital Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader_type.29_from_.28Faction.29|(Trader type) from (Faction)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Land Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash|Transport pod crash]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Paralytic_abasia| Paralytic abasia]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Baby|Baby]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wanderer_joins|Wanderer joins]] || Random || Colony Map || Good || 24 hours ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Wild_.28wo.29man_wanders_in|Wild (wo)man wanders in]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Traveler_Visit|Traveler Visit]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Visitor.28s.29|Visitor(s)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Royal_Tribute_Collector|Royal Tribute Collector]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gauranlen_pod_sprout|Gauranlen pod sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Ideology]] {{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Polux_tree_sprout|Polux tree sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Beavers!|Beavers!]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Birthday|Birthday]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Blight|Blight]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Disease|Disease]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Eclipse|Eclipse]] || Random || Colony Map || Bad || 0.75 - 1.25 days || {{Center|15}} || {{Check}} || Only affects mood with the Precept{{IdeologyIcon}} [[Ideoligion#Meme-specific|Eclipse]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Heat_wave|Heat wave]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature above {{Temperature|20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cold_snap|Cold snap]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature between {{Temperature|0|15}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mad_animal|Mad animal]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_drone|Psychic drone]] || Random || Colony Map || Bad || 0.75 - 1.75 days || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Solar_flare|Solar flare]] || Random || Colony Map || Bad || 0.15 - 0.5 days ||  || {{Cross}} || Incompatible with Unnatural Darkness ([[Anomaly]] {{AnomalyIcon}})&lt;br /&gt;
|-&lt;br /&gt;
| [[#Zzztt...|Zzztt...]] || Random || Colony Map || Bad ||  || {{Center|8}} || {{Cross}} || Cooldown does not apply to Short-circuits caused by snow/rain,&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash_.28Ghoul.29|Transport pod crash (Ghoul)]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gray_pall|Gray pall]] || Random || Colony Map || Bad ||  ||  || {{Check}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
1: Only one variant affects mood&lt;br /&gt;
&lt;br /&gt;
2: Only while outside&lt;br /&gt;
&lt;br /&gt;
=== Incidental events ===&lt;br /&gt;
:{{For|a detailled list of these events|Events/Incidental}}&lt;br /&gt;
Rather than being triggered by [[AI Storytellers|storytellers]], these events come from various other mechanics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Incidental events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Friendlies|Friendlies]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Masterwork]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Legendary work]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Man_in_Black|Man in Black ]] || Good || Colony Map || Has a year (60 days) of cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_recruit|New recruit]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Meteorite|Meteorite]] || Good || Colony Map || About 1 year cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Outpost_destroyed|Outpost destroyed]] || Good || World || Becomes &amp;quot;Faction Defeated&amp;quot; if that was the last outpost of said faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ransom_.28Time remaining.29|Ransom (Time remaining)]] || Good || Colony Map || Available for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rare_thrumbos |Rare thrumbos ]] || Good || Colony Map || 13 days of cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Reactor_ready|Reactor ready]] || Good || Colony Map || 15 days after warming up a ship reactor&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ship_chunks|Ship chunks]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Trauma savant|Trauma savant]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Quest_completed|Quest completed]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Anima_tree_sprout |Anima tree sprout]] || Good || Colony Map || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ancient_danger|Ancient danger]] || Bad || Colony Map || Once per map.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Animal_revenge |Animal revenge]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Death|Death]] || Bad || Anywhere || [[Orders#Slaughter|Slaughtering]] and Euthanizing a colonist does not trigger this.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Drug_addiction|Drug addiction]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Heart_attack|Heart attack]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Mental_Break|Mental Break]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Overdose|Overdose]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Predator_hunting|Predator hunting]] || Bad || Colony Map || Requires a predator on the map&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Prison_break|Prison break]]|| Bad || Colony Map || Requires having prisoners&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Roof_collapsed|Roof collapsed]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Too_Deep:_Infestation|Too Deep: Infestation]] || Bad || Colony Map || Triggered by deep drill&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Allied:_.28Faction.29|Allied: (Faction)]] || Faction || Anywhere || Requires to improve relations &amp;lt;-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Enemy_now_neutral:_.28Faction.29|Enemy now neutral: (Faction)]] || Faction || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Hostile_faction|Hostile faction]] || Faction || Anywhere || Requires to worsen relations &amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Leader_died|Leader died]] || Faction || Anywhere || Triggers on another faction's leader death.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_Leader|New Leader]] || Faction || Anywhere || Trigger once recruiting another faction's leader.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Electricity|About: Electricity]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Getting_advanced_components|About: Getting advanced components ]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Launching_the_ship|New About: Launching the ship]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Persona_Core_Offer|Persona Core Offer]] || Informational || Anywhere || Requires &amp;gt;40 goodwill with some faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Summer|Summer]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Unwaveringly_loyal|Unwaveringly loyal]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Anima_tree_linking|About: Anima tree linking]] || Informational || Anywhere || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Baby_Prep|Baby Prep]] || Informational || Anywhere || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_lovers|New lovers]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Breakup|Breakup]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rejected_proposal|Rejected proposal]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Marriage_is_on.21|Marriage is on!]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Affair|Affair]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Divorce|Divorce]] || Social || Anywhere || Affects mood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World events ===&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
This is a list of all events that can happen while on the overworld. Some events require a quest to trigger. Sub events are not quest events on their own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Click Here to Open/Close World events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;World events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Attack_begun|Attack begun]] || Notification || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Bandit_camp_opportunity|Bandit camp opportunity]] || Quest || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ambushed_.2F_.28manhunters.29| Caravan ambushed / (manhunters)]] || Battle || Generated Map || Prevents reforming caravan while active&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_battle_won|Caravan battle won]] || Notification || Anywhere || Allows reforming the caravan on the world map&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_arrived_at_.28Location.29| Caravan arrived at (Location)]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_lost|Caravan lost]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_meeting_by_.28Caravan_ID.29|Caravan meeting by (Caravan ID)]] || Pop-up window || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ready|Caravan ready]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Demand|Demand]] || Hostile || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Peace_talks|Peace talks]]|| Quest || World || Expires on 15 days&lt;br /&gt;
|-&lt;br /&gt;
| [[#Rescuee_joins|Rescuee joins]]|| Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Ambush]] || Sub-event || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Sleeping mechanoids]] || Sub-event || Generated Map || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Anomaly events ===&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
:{{For|the complete list of events|Events/Anomaly}}&lt;br /&gt;
&lt;br /&gt;
Events from the [[Anomaly]]{{AnomalyIcon}} DLC work different from normal events and are intrinsically related to the [[Monolith]] structure. Due to this, all Anomaly events will be listed on its own page.&lt;br /&gt;
&lt;br /&gt;
== Major threats ==&lt;br /&gt;
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]]. &lt;br /&gt;
&lt;br /&gt;
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between &amp;quot;OnDays&amp;quot; and &amp;quot;OffDays&amp;quot;, where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Major Threat Details}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-Majorthreats&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Major threats generation===&lt;br /&gt;
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's &amp;quot;schedule&amp;quot; is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates ([[Biotech|Biotech DLC]]{{BiotechIcon}}).&lt;br /&gt;
&lt;br /&gt;
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Raid Weights&lt;br /&gt;
|-&lt;br /&gt;
! Raid type !! Vanilla !! DLC enabled&lt;br /&gt;
|-&lt;br /&gt;
| Raid || 7.40 || 7.40&lt;br /&gt;
|-&lt;br /&gt;
| DefoliatorShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| DronerShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| MechCluster {{RoyaltyIcon}}|| 0.00 || 1.90&lt;br /&gt;
|-&lt;br /&gt;
| Manhunter || 2.00 || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| MassInsanity || 1.30 || 1.30&lt;br /&gt;
|-&lt;br /&gt;
| Infest || 2.70 || 2.70&lt;br /&gt;
|-&lt;br /&gt;
| Problem Causer {{RoyaltyIcon}} || 0.00 || 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raid Generation ===&lt;br /&gt;
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.&lt;br /&gt;
&lt;br /&gt;
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the &amp;quot;all sniper&amp;quot; or &amp;quot;all melee attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Enemy attack ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Raids}}&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.&lt;br /&gt;
&lt;br /&gt;
===== Arrival methods =====&lt;br /&gt;
Tribal-level factions can't use drop pods, so are limited to assaults.&lt;br /&gt;
&lt;br /&gt;
* '''Assaults''': Arrive at the edge of the map, either by walking or by [[drop pod]]. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.&lt;br /&gt;
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.&lt;br /&gt;
* '''Scatter drop''': Raiders immediately attack via drop pod, which have gone &amp;quot;haywire&amp;quot; and will disperse throughout the map.&lt;br /&gt;
&lt;br /&gt;
===== Types =====&lt;br /&gt;
* '''Smart''': &amp;quot;Unusually clever&amp;quot; raiders will seek to enter your base while avoiding [[trap]]s and [[turret]]s.&lt;br /&gt;
* '''Sappers''': Sappers will mine or destroy walls to create the shortest route to a colonist's bedroom. Groups of sappers are smaller in number than the other raid types. &lt;br /&gt;
* '''Breachers''': Appear with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.&lt;br /&gt;
* '''Siege''': See below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Siege ====&lt;br /&gt;
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continuously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.&lt;br /&gt;
&lt;br /&gt;
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.&lt;br /&gt;
&lt;br /&gt;
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
----&lt;br /&gt;
{{main|Infestation}}&lt;br /&gt;
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{Temperature|-17}}. Light, and temperatures below {{Temperature|-8}} reduce the chance of infestations.&lt;br /&gt;
&lt;br /&gt;
The [[#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.&lt;br /&gt;
&lt;br /&gt;
The [[#Wastepack_infestation|Wastepack infestations]] is a separate event available if [[Biotech]]{{BiotechIcon}} is active. The end effect is similar, but the mechanics are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter pack ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more &amp;quot;raiders&amp;quot;) than a regular raid. When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. A single animal can arrive and the event will still be called a &amp;quot;pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic wave ===&lt;br /&gt;
----&lt;br /&gt;
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.&lt;br /&gt;
&lt;br /&gt;
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep.&lt;br /&gt;
&lt;br /&gt;
This event has a [[#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the help guide|Defense structures#Crashed ships}}&lt;br /&gt;
{{For|information on the ship parts themselves|Crashed ship parts}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are attacked. While the ship part is still active, they will activate an intensifying negative effect on the map.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow. If the [[Biotech DLC]] is active, this ship part will also generate [[Pollution]]{{BiotechIcon}} from its center at a rate of 6~7 tiles per day.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] increases or decreases the drone's effect.&lt;br /&gt;
&lt;br /&gt;
The ship's is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
====== Drone intensifies ======&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Poison ship.png|'''Defoliator ship'''&lt;br /&gt;
File:Psychic ship.png|'''Psychic ship'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mech cluster ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Mech cluster}}&lt;br /&gt;
Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynamos.&lt;br /&gt;
&lt;br /&gt;
=== Problem causer ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Condition causer}}&lt;br /&gt;
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extreme weather ==&lt;br /&gt;
These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-XWeather&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide Extreme Weather Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-XWeather&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
----&lt;br /&gt;
[[File:FlashstormScreenshot.png|300px|thumb|left]]&lt;br /&gt;
&amp;quot;''A freak localized storm is blasting a small area with repeated lightning strikes.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Flashstorm''' is a localized, intense '''[[lightning]] storm''' within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Flashstorm (psycast)|Flashstorm]] psycast {{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region that will slowly settle out of the atmosphere. It will last for anywhere from a few days to an entire season.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a [[roof]]. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days. &lt;br /&gt;
&lt;br /&gt;
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot.&lt;br /&gt;
&lt;br /&gt;
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].&lt;br /&gt;
&lt;br /&gt;
Excluding some special cases ([[Anima tree]]{{RoyaltyIcon}}, [[Anima grass]]{{RoyaltyIcon}}, [[Gauranlen tree]]{{IdeologyIcon}}, [[Gauranlen pod]]{{IdeologyIcon}}, [[Polux tree]]{{BiotechIcon}}), all plants will wither during the fallout, trees included. Every in-game hour, the affected plants will receive between 48.9 and 66.1 points of damage {{Check Tag|57.51667 base damage ±15%}}. Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Volcanic winter''' lowers the [[temperature]] and natural [[light]],which in turn weakens [[solar generator]]s and slows plant growth. They also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony. Volcanic winters will last between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.&lt;br /&gt;
&lt;br /&gt;
To be specific, the temperature is reduced by {{Temperature|7||delta}} and the light by 30% over the course of {{Ticks/gametime|50000}}. The wildlife density is cut by half, and pawns can no longer enjoy their time outside.{{Check Tag|Mechanic detail|What does this mean mechanically?}}&lt;br /&gt;
&lt;br /&gt;
Note that volcanic winters won't kill plants outright, but they still have the potential to kill plants should the temperature drop to a sufficiently cold point. Like cold snaps, building warmed and lit greenhouses can help with crop growth during volcanic winters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
These are the 3rd set of events able to be triggered by the [[storyteller]]. Internally, Random Events are classified as either good, bad, or quest.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomGood&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Good Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomGood&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ambrosia sprout ====&lt;br /&gt;
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]&lt;br /&gt;
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
The ambrosia event must initially spawn in the growing season of the map tile.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px&amp;quot;&amp;gt;&amp;lt;ul class=&amp;quot;ul-column-width-150&amp;quot;&amp;gt;&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animals join ====&lt;br /&gt;
Tamed dogs or [[farm animals]] from off-map join your colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal self-tamed ====&lt;br /&gt;
[[File:Thrumbo self-tamed.png|300px|right]]&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.&lt;br /&gt;
&lt;br /&gt;
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the &amp;quot;Animals&amp;quot; tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.&lt;br /&gt;
&lt;br /&gt;
==== Aurora ====&lt;br /&gt;
An aurora lights up the night sky, giving a {{Thought|desc=The view is amazing.|label=beautiful aurora|value=+14|stack=1}} boost to anyone who is not [[Sight|blind]] and is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
Despite the event text stating that it will &amp;quot;make the night brighter&amp;quot;, it does not actually affect the [[light]] level.&lt;br /&gt;
&lt;br /&gt;
During an aurora a pawn looking for a recreation source is 8 times more likely to choose [[Recreation#Skygazing|skygazing]], and it restores 5 times more recreation.&lt;br /&gt;
&lt;br /&gt;
==== Cargo pods ====&lt;br /&gt;
[[File:Cargo pods.png|300px|right]]&lt;br /&gt;
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, which can be refined into usable metal at an [[electric smelter]]. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Herd migration: (Animal) ====&lt;br /&gt;
[[File:Thrumbo herd migration.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.&lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:350px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Party ====&lt;br /&gt;
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get mood buffs the longer they attend a party.{{Check Tag|Detail|Stacking behavior for party duration?}} Each stack adds {{+|0.8}} to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.&lt;br /&gt;
&lt;br /&gt;
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns, or the hosting pawn are drafted at once, or if a [[raid]] happens, then the party will be called off.&lt;br /&gt;
&lt;br /&gt;
==== Psychic soothe ====&lt;br /&gt;
[[File:Psychic soothe.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) ====&lt;br /&gt;
This event, without a faction mentioned, occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]]. Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam [[silver]] and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) from (Faction) ====&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash ====&lt;br /&gt;
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.&lt;br /&gt;
The pawn can also be a [[xenotype]]{{BiotechIcon}} that doesn't have any factions on the planet.{{Check Tag|Detail needed|Which xenotypes specifically can be used? All the default types? Wb Sanguo? Wb preferred xenotypes? Wb custom ones from made during game genration? Wb custom ones made after?}} &lt;br /&gt;
&lt;br /&gt;
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.&lt;br /&gt;
&lt;br /&gt;
===== Paralytic abasia =====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.&lt;br /&gt;
&lt;br /&gt;
===== Baby =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A transport pod may crash with a [[baby]] instead of the regular occupant, and will always appear as a friendly faction/neutral refugee/unaffiliated. You can choose to ignore it and let it starve to death, or adopt the baby by selecting it and click &amp;quot;Adopt&amp;quot;. Rarely, the corpse of the baby's parent can also appear next to it, still in pristine condition.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Wanderer joins ====&lt;br /&gt;
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild (wo)man wanders in ====&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)men may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire. Wild people can hunt human pawns for food like a predator, regardless of whether they are cannibals or not. Wild people who are incapable of violence will not hunt at all, but may still become manhunter when provoked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler Visit ====&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
==== Visitor(s) ====&lt;br /&gt;
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods. Visitors possess no higher purpose otherwise, but will fight mutual enemies.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
==== Royal Tribute Collector ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
==== Gauranlen pod sprout ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
==== Polux tree sprout ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Bad Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomBad&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beavers! ====&lt;br /&gt;
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.&lt;br /&gt;
&lt;br /&gt;
==== Birthday ====&lt;br /&gt;
Character gains an age-related illness, such as [[bad back]] or [[cataract]]s. They may be cured by using the [[healer mech serum]], [[luciferium]], a [[biosculpter pod]]{{IdeologyIcon}}, or the Scarless [[gene]]{{BiotechIcon}}. Some may be 'cured' by replacing the affected parts with bionics.&lt;br /&gt;
&lt;br /&gt;
Due to age or a pre-existing health condition, they can also have a [[heart attack]].&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Blight ====&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity, affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Disease ====&lt;br /&gt;
Colonists (including [[prisoner]]s and [[slave]]s{{IdeologyIcon}}) or animals will gain a random [[disease]]. [[Biome]] influences both the amount of disease and its selection. Multiple pawns can get a disease at once, but diseases never spread between pawns. Disease events are controlled separately from other events by your [[storyteller]].&lt;br /&gt;
&lt;br /&gt;
[[Traits#Sickly|Sickly]] pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.&lt;br /&gt;
&lt;br /&gt;
==== Eclipse ====&lt;br /&gt;
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 15 days&lt;br /&gt;
&lt;br /&gt;
==== Heat wave ====&lt;br /&gt;
{{stub|section=1|reason=Needs details. What's the chance for a fire to occur?}}&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. To be precise, the temperature will increase by {{Temperature|17||delta}} over 12000 game ticks (4.8 in-game hours). There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Cold Snaps, Volcanic Winter, nor additional Heat Waves. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Cold snap ====&lt;br /&gt;
A cold snap strikes the colony, driving outdoor [[temperature]] unusually low for 1.5 and 3.5 days. To be precise, the temperature decreases by {{Temperature|20||delta}} over 12000 game ticks (4.8 in-game hours). It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}, and will not reoccur for 30 days. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Heat Waves, Volcanic Winter, nor additional Cold Snaps. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Mad animal ====&lt;br /&gt;
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target.&lt;br /&gt;
&lt;br /&gt;
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.&lt;br /&gt;
&lt;br /&gt;
==== Psychic drone ====&lt;br /&gt;
{{For|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot; A psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
==== Solar flare ====&lt;br /&gt;
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.&lt;br /&gt;
* Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''''&amp;lt;trader&amp;gt; has left comms range&amp;quot;'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.&lt;br /&gt;
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
Due to its length, most of the adverse effects are manageable.&lt;br /&gt;
&lt;br /&gt;
==== Zzztt ====&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days. Short circuits do not affect [[Hidden_conduit|hidden conduits]], meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.&lt;br /&gt;
&lt;br /&gt;
The following buildings short circuit due to weather:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:700px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sun lamp]]&lt;br /&gt;
* [[Tube television]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Megascreen television]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Multi-analyzer]]&lt;br /&gt;
* [[Vitals monitor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Electric tailor bench]]&lt;br /&gt;
* [[Electric smithy]]&lt;br /&gt;
* [[Machining table]]&lt;br /&gt;
* [[Electric stove]]&lt;br /&gt;
* [[Electric smelter]]&lt;br /&gt;
* [[Biofuel refinery]]&lt;br /&gt;
* [[Fabrication bench]]&lt;br /&gt;
* [[Hi-tech research bench]]&lt;br /&gt;
* [[Electric crematorium]]&lt;br /&gt;
* [[Heater]]&lt;br /&gt;
* [[Lightball]]{{IdeologyIcon}}&lt;br /&gt;
* [[Loudspeaker]]{{IdeologyIcon}}&lt;br /&gt;
* [[Autobong]]{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process. &lt;br /&gt;
&lt;br /&gt;
The explosion radius is controlled by the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored. Bomb explosions can occur beyond once 4,900 Wd are stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Explosion radii per number of [[batteries]] filled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width  = 400&lt;br /&gt;
| height = 150&lt;br /&gt;
| type   = rect &lt;br /&gt;
| legend = Legend&lt;br /&gt;
| colors = gold, firebrick&lt;br /&gt;
| yGrid  =&lt;br /&gt;
| xGrid  =&lt;br /&gt;
| xAxisTitle = Filled Batteries&lt;br /&gt;
| xAxisMin   = &lt;br /&gt;
| xAxisMax   =&lt;br /&gt;
| yAxisMin   = &lt;br /&gt;
| yAxisMax   = &lt;br /&gt;
| yAxisTitle = Radius (Tiles)&lt;br /&gt;
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10&lt;br /&gt;
| y1Title = Flame explosion&lt;br /&gt;
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}&lt;br /&gt;
| y2Title = Bomb explosion&lt;br /&gt;
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash (Ghoul) ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.&lt;br /&gt;
&lt;br /&gt;
==== Gray pall ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incidental Events ==&lt;br /&gt;
:{{For|a detailed list of these events|Events/Incidental}}&lt;br /&gt;
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.&lt;br /&gt;
For purposes of the wiki, these are divided in good, bad, faction, informational, and social events.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
These are events related to/only triggered on the overworld.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide World Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-WorldEvents&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack begun ====&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
==== Bandit camp opportunity ====&lt;br /&gt;
{{See also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ambushed / (manhunters) ====&lt;br /&gt;
While traveling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
===== Caravan battle won =====&lt;br /&gt;
This event will tell you if your people won their fight, and can reform the caravan on the world map.&lt;br /&gt;
&lt;br /&gt;
==== Caravan arrived at (Location) ====&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
==== Caravan lost ====&lt;br /&gt;
[[File:Caravan destroyed.png|thumb|right|400px]]&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Caravan meeting by (Caravan ID) ====&lt;br /&gt;
This is a pop up window rather than an event with envelope icon. While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ready ====&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
==== Demand ====&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
==== Peace talks ====&lt;br /&gt;
[[File:Peace talks.png|thumb|right|300px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a sub-event of its own. No matter the outcome, your negotiator will always gain 6000 XP to social skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Result !! Description !! Base Weight&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk triumph''' || The peace talks were very successful, giving a great boost to relations from {{+|100}} to {{+|110}}. In addition, the faction will give a farewell gift worth between 500 and 1200 silver. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk success''' || The talks were a success, and relations between the factions have warmed somewhat, from {{+|60}} to {{+|70}}. || 0.55&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk flounder''' || The talks were neither successful nor a failure, and relations remain unchanged. || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk backfire''' || The peace talks backfired, and relations have gotten worse than they started, from {{--|10}} to {{--|20}} relations. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk disaster''' || The peace talks have failed so miserably that the faction hates you a lot more now, dropping your relations by up to {{--|50}}, as well as turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.&amp;lt;br&amp;gt;Do note that relations will not drop below {{--|75}}, so there's no penalty if relation are worse than that. || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Outcome chances =====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's [[Negotiation Ability]] stat and, if the [[Ideology DLC]] is active, the presence/absence of your [[leader]]{{IdeologyIcon}}.&lt;br /&gt;
&amp;lt;div id=&amp;quot;wrap&amp;quot; style=&amp;quot;width:820px; margin:10;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;left_col&amp;quot; style=&amp;quot;float:left; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
First, the negotiator's [[Negotiation Ability]] stat goes through a simple curve to determine the '''bad outcome factor'''.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Negotiation Ability !! Bad outcome factor !! Observations&lt;br /&gt;
|-&lt;br /&gt;
| '''0%''' || 4 || Not pssible in practice.&lt;br /&gt;
|-&lt;br /&gt;
| '''0% - 100%''' || 4 - 3*X ||&lt;br /&gt;
|-&lt;br /&gt;
| '''100%''' || 1 || Equivalent to lvl 8 Social&lt;br /&gt;
|-&lt;br /&gt;
| '''100% - 150%''' || 1 - 1.2 * (X-1)  ||&lt;br /&gt;
|-&lt;br /&gt;
| '''150%''' || 0.4 || Equivalent to lvl 15+ Social&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;right_col&amp;quot; style=&amp;quot;float:right; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
If the [[Ideology DLC]] is active, the '''bad outcome factor''' is then multiplied by:&lt;br /&gt;
* {{Good|0.95}}, if the colony leader is present on this caravan.&lt;br /&gt;
* {{Bad|1.05}}, if he's not.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
* Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Flounder = 0.2&lt;br /&gt;
* Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
* Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
Finally, the probability of each outcome is:&lt;br /&gt;
&lt;br /&gt;
:{{Math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Example&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
Take a level 12 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_noDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
Without [[Ideology DLC]] active: &lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# The new weight of each outcome:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.64) = 0.15625&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.64) = 0.859375&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.64 = 0.064&lt;br /&gt;
#* Disaster = 0.05 * 0.64 = 0.032&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.15625 + 0.859375 + 0.2 + 0.064 + 0.032 = 1.311625&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.15625 / 1.311625 = 11.91%&lt;br /&gt;
#* Success = 0.859375 / 1.311625 = 65.52%&lt;br /&gt;
#* Flounder = 0.2 / 1.311625 = 15.25%&lt;br /&gt;
#* Backfire = 0.064 / 1.311625 = 4.88%&lt;br /&gt;
#* Disaster = 0.032 / 1.311625 = 2.44%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_withDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
With [[Ideology DLC]] active:&lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# Assuming the leader is present, the bad outcome factor gets reduced to 0.608.&lt;br /&gt;
# The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.608) = 0.164&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.608) = 0.905&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.608 = 0.608&lt;br /&gt;
#* Disaster = 0.05 * 0.608 = 0.304&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.15625 + 0.859375 + 0.2 + 0.064 + 0.032 = 2.181&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.164 / 2.181 = 7.52%&lt;br /&gt;
#* Success = 0.905 / 2.181 = 41.49%&lt;br /&gt;
#* Flounder = 0.2 / 2.181 = 9.17%&lt;br /&gt;
#* Backfire = 0.608 / 2.181 = 27.88%&lt;br /&gt;
#* Disaster = 0.304 / 2.181 = 13.94%&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Rescuee joins ====&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Sub-events ===&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|thumb|right|400px]]&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it. It's even possible for animals to lie in wait.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Gameend_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Gameend_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game over ====&lt;br /&gt;
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]&lt;br /&gt;
This happens when all your colonists are either dead, missing, or left the planet. The game will show a Letter which says that [[Endings#Colony_End|everyone is gone or dead]], and allows you to return to the main menu. You can continue playing, and someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from. &lt;br /&gt;
&lt;br /&gt;
Post 1.4, the game over letter has been updated with the option to generate multiple new colonists as a whole group. This event is referred to in the [[Scenario_system|scenario editor]] as the Wanderer'''s''' &amp;lt;small&amp;gt;(plural)&amp;lt;/small&amp;gt; Join incident, although it always occurs, only manually. This works just the same as the beginning colonist selection, including specifying age range and xenotypes and sharing your original ideology. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Planetkiller ====&lt;br /&gt;
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]&lt;br /&gt;
&amp;quot;''An interstellar planetkiller weapon is approaching this planet. It will smash the planet apart like a rifle bullet hitting an egg, annihilating all life.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Ending - The Archonexus Core ====&lt;br /&gt;
For specifics, see [[Endings#The_Archonexus]].&lt;br /&gt;
&lt;br /&gt;
Once it happens, your colony is successfully noticed by an archotech. What happens next is left to speculation.&lt;br /&gt;
&lt;br /&gt;
Similar to the Planetkiller and unlike other endings, you cannot continue the game once reaching this ending. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous versions of RimWorld, now removed.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Legacy_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Legacy_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively. Enemies may directly target your animals during attacks. Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab. Wild predators may hunt and kill your animals, including bonded ones. Bonded animals can also fall into traps. It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event. Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]]. If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Event data ==&lt;br /&gt;
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Eventdata_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Eventdata_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br/&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[#Friendlies|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[#Mad animal|Mad animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[#Beavers!|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[#Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[#Cargo Pods|Cargo pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Organ&amp;lt;br/&amp;gt;Decay&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: as_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: d_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
| {{#vardefineecho: t_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br/&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[#Volcanic winter|Volcanic winter]], [[#Refugee Chased at (Settlement)|Chased refugee]], [[#Psychic soothe|Psychic sooth]], [[#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[#(Animals) join|Farm Animals Wander In]], [[#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Relic&amp;diff=160991</id>
		<title>Relic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Relic&amp;diff=160991"/>
		<updated>2025-04-21T03:10:46Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Pilgrims */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Detail on pilgrims, and more in general}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Relics are objects of spiritual or ideological significance. They can be discovered by completing long and dangerous quests. A relic can be installed in a reliquary to attract pilgrims, enhance rituals, and strengthen an ideoligion's ability to convert outsiders.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''relic''' is a holy item revered by your [[ideoligion]], ideally placed in a [[reliquary]]. In order to be obtained, they must be found through a 5 part quest.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Relics are chosen through the ideoligion creation screen: either at the beginning of your game, or possibly later on if the [[Ideoligion#Fluid ideoligions|Fluid Ideoligion]] option is chosen. A random selection of relics will be generated if you pick the &amp;quot;Ideology system: inactive&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Relics are revered by your [[ideoligion]], so pawns of that ideoligion will receive buffs accordingly:&lt;br /&gt;
* Finding any relic will give fluid ideoligions {{+|5}} development points&lt;br /&gt;
* Finding all the sacred relics gives a {{+|15}} mood bonus for 15 days. This only stacks once, even if new relics are chosen via a fluid ideoligion and acquired. &lt;br /&gt;
* Relics being present at a ritual, i.e. installed in a reliquary in the temple used for the ritual, gives a small mood bonus for 4 days depending on the number of relics present. One relic gives {{+|2}}, two gives {{+|3}}, and three gives {{+|4}}.&lt;br /&gt;
* A relic installed in a [[reliquary]] gives an additional bonus to certainty loss inflicted by conversion attempted by pawns from that ideoligion on the same map as the reliquary,{{Check Tag|Verify|Verify same map}} including the [[Moral guide]]'s [[Ideoligion#Convert|Convert]] ability. The size of the increase depends on the number of relics currently held. See [[Conversion]] for details. &lt;br /&gt;
&lt;br /&gt;
A relic being lost causes a malus of {{Thought|desc=The relic has been lost! A travesty!|label=relic lost|value=-5|stack=5|duration=30}} while a relic being destroyed causes a malus of {{Thought|desc=The relic was destroyed! A travesty!|label=relic destroyed|value=-5|stack=5|duration=30}}.&lt;br /&gt;
&lt;br /&gt;
Relics will sometimes be mentioned by name in the randomly generated lore associated with the ideoligion.&lt;br /&gt;
&lt;br /&gt;
== Relic types ==&lt;br /&gt;
{{Stub|section=1|reason=What happens when a consumable relic is used?}}&lt;br /&gt;
Relics can be a range of different items. These include:&lt;br /&gt;
* [[#Inert relics|Inert relics]]: A term used internally for dedicated relic items, i.e. items that serve no other purpose than to act as relics. Inert relics have a relic chance of 5.&lt;br /&gt;
* Weapons: Almost any obtainable weapon in the game can be selected. Exceptions include the [[Triple rocket launcher|triple]] and [[doomsday rocket launcher]]s, [[frag grenades|frag]] and [[EMP grenades]], [[molotov cocktails]], and [[pila]]. All weapons have a relic chance of 1, with the following exceptions: &lt;br /&gt;
** [[Gladius]], [[Longsword]], [[Elephant tusk]]: 2&lt;br /&gt;
** [[Thrumbo horn]], [[Eltex staff]],{{RoyaltyIcon}} [[Monosword]],{{RoyaltyIcon}} [[Zeushammer]],{{RoyaltyIcon}} [[Plasmasword]],{{RoyaltyIcon}} [[Persona monosword]],{{RoyaltyIcon}} [[Persona zeushammer]],{{RoyaltyIcon}} [[Persona plasmasword]]{{RoyaltyIcon}}: 3&lt;br /&gt;
* Certain single use consumable items such as [[Psychic animal pulser]], [[psychic soothe pulser]], [[psychic shock lance]], [[psychic insanity lance]]. Each artifact has a relic chance of 5. However, upon use the artifact will count as being destroyed giving a 'Relic Lost' mood malus&lt;br /&gt;
&lt;br /&gt;
The items will be renamed with randomly generated name and stuffable items will have a random stuff type chosen. Both can be specified by the player during ideoligion creation.  &lt;br /&gt;
&lt;br /&gt;
Relic chances are used when an ideoligion is first generated, when an ideoligion preset is used, or when the &amp;quot;Ideology system: inactive&amp;quot; option is chosen. When customizing an ideoligion, the player can choose any type of relic without penalty, making relic chances irrelevant. &lt;br /&gt;
&lt;br /&gt;
Weapons will always be of ''legendary'' [[quality]], if possible (e.g. a [[thrumbo horn]] has no quality), but otherwise act the same as other weapons. Note that the pilgrim quests, as well as the mood and certainty buffs require the relic to be placed in a reliquary. In addition, being carried makes relic loss or destruction possible. These factors must be taken into account when choosing whether to enshrine or wield relic weapons.  &lt;br /&gt;
&lt;br /&gt;
If a relic is a [[persona weapon]], its persona traits will be generated at the same time as a quest{{Check Tag|Which quest?}}. This means that a player may load a previous savegame to re-randomize an artifact persona weapon's traits if they are not favorable, providing that the storyteller is not in commitment mode.&lt;br /&gt;
&lt;br /&gt;
==== Inert relics ====&lt;br /&gt;
Dedicated relic items, or items that serve no other purpose than to act as relics. All inert relics are [[stuff]]able and have the same stats. They only differ in stuff options and texture.&lt;br /&gt;
&lt;br /&gt;
General stats:&lt;br /&gt;
* Description: An object with ideoligious significance.&lt;br /&gt;
* Mass: 1.5&lt;br /&gt;
* HP: 200&lt;br /&gt;
* Beauty: 1&lt;br /&gt;
* Market Value: 500&lt;br /&gt;
* Stack limit: 1&lt;br /&gt;
* Stuff count: 100 (Defined, but seemingly not used)&lt;br /&gt;
* Tech level: [[Archotech]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan='2' | Type !! Stuff options&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertCup.png|48px]]         !! Chalice &lt;br /&gt;
| [[Metallic]], [[Stony]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertPendant.png|48px]]     !! Pendant &lt;br /&gt;
| [[Metallic]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertBox.png|48px]]         !! Box &lt;br /&gt;
| [[Metallic]], [[Woody]], [[Stony]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertTablet.png|48px]]      !! Tablet &lt;br /&gt;
| [[Stony]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertFragment.png|48px]]    !! Fragment &lt;br /&gt;
| [[Metallic]], [[Stony]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertSwordHandle.png|48px]] !! Hilt &lt;br /&gt;
| [[Metallic]], [[Stony]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertArk.png|48px]]         !! Ark &lt;br /&gt;
| [[Metallic]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertCube.png|48px]]        !! Cube &lt;br /&gt;
| [[Metallic]], [[Woody]], [[Stony]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pilgrims == &lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
Pilgrims come and see the relic if it's in a reliquary.&lt;br /&gt;
&lt;br /&gt;
If you deny them, depending on your Charity precept, you get a mood penalty for not letting them see the relic, and a larger one for betraying them. &lt;br /&gt;
* Essential: -8, -12&lt;br /&gt;
* Important: -4, -8&lt;br /&gt;
* Worthwhile: -2, -6&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
In order to obtain a relic, you must participate in 5 different subquests, then travel to the relic's location. Subquests can repeat; if you fail one, more will appear later on.&lt;br /&gt;
If a fluid ideoligion is reformed to no longer venerate a specific relic, quests related to that relic will be deactivated. &lt;br /&gt;
&lt;br /&gt;
There are 4 different types of subquest:&lt;br /&gt;
&lt;br /&gt;
{{Icon Small|Spacedrone|48}} '''Hacking a Spacedrone'''&lt;br /&gt;
&lt;br /&gt;
A spacedrone will land near the colony which you must hack. Raiders from a certain faction will periodically raid the base, with an interval of approximately 8 hours. These raids will be focused on attacking the drone, and raiders will ignore pawns shooting at them. The drone has 750 hack points. Once finished hacking, the drone will explode in 30 seconds in 1x speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Worshipful village world site.png|48px]] '''Worshipful Village'''&lt;br /&gt;
&lt;br /&gt;
The quest creates a neutral tribal village that is not part of any faction, and worship an ancient terminal containing information about the relic. The villagers are neutral at first, allowing you to visit on the pretense that you are worshiping the terminal too, but will turn hostile upon three conditions: harming a member of the tribe, contact with the terminal, and overstaying your visit (10 hours). Reinforcements will arrive if you do not leave in time after turning hostile.&lt;br /&gt;
&lt;br /&gt;
[[File:Ancient complex world site.png|48px]] '''Ancient Compound'''&lt;br /&gt;
&lt;br /&gt;
An ancient compound will spawn on the map, containing hermetic crates, fuel barrels, and ??. &lt;br /&gt;
&lt;br /&gt;
[[File:Ancient complex world site.png|48px]] '''Ferried Ancient Compound'''&lt;br /&gt;
&lt;br /&gt;
The exact same as the above quest, but the quest giver will shuttle a set number of pawns to the location. The location will not spawn until you arrive.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[File:Ancient relic world site.png|48px]] '''Relic Location'''&lt;br /&gt;
&lt;br /&gt;
After completing 5 subquests, the relic's location will be revealed. &lt;br /&gt;
&lt;br /&gt;
You are able to travel to an ancient structure, which is guarded by initially dormant [[mechanoids]]. If the [[Biotech DLC]] is enabled, this contingent will include mechanoids from that DLC, but not mechanoid commanders.&lt;br /&gt;
&lt;br /&gt;
After 3 days from the relic location being revealed, the mechs will wake up. Otherwise, there is no other time pressure. The structure contains a [[reliquary]] containing the relic. The relic can be extracted from the reliquary, ending the quest. The mechanoids will awaken the moment extraction is begun and extracting the relic takes 5 seconds. Afterwards, the reliquary can be deconstructed for valuable [[gold]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Needs: Acquisitions strategies, type and selection analysis/strategies, analysis/strategies for getting relics from multiple ideos, value balance of using relic weapons vs enshrining them.}}&lt;br /&gt;
&lt;br /&gt;
=== Legendary weapon farming ===&lt;br /&gt;
When you reform a [[fluid ideoligion]], you get to generate 3 entirely new relics at a time. &amp;quot;Old&amp;quot; relics remain as legendary weapons. It is possible to generate an indefinite amount of weapons using the following steps:&lt;br /&gt;
&lt;br /&gt;
# Create a fluid ideoligion at game start.&lt;br /&gt;
# Select three weapons of your choice. (Usually [[persona monosword]]s{{RoyaltyIcon}} / [[persona zeushammer]]s{{RoyaltyIcon}} - see below)&lt;br /&gt;
# Perform the quests to retrieve the relics.&lt;br /&gt;
# Reform the ideoligion, and repeat until you have enough weapons.&lt;br /&gt;
&lt;br /&gt;
[[Persona weapon]]s{{RoyaltyIcon}} are usually the best option, as they cannot be crafted. Acquiring high-quality persona weapons can be very difficult. This is made even harder as many [[persona trait]]s are undesirable. [[Persona monosword]]s and [[persona zeushammer]]s benefit the most from quality. [[Eltex staff|Eltex staves]]{{RoyaltyIcon}} also have some merit.&lt;br /&gt;
&lt;br /&gt;
With craftable items, relic hunting is ''possible'', but often inefficient. This is due to the impact of [[production specialist]]. A Crafting 20 production specialist has a ~9.6% to make a legendary item. With a source of [[inspired creativity]] ([[tortured artist]] or [[word of inspiration]]{{RoyaltyIcon}}), this jumps to 97.54% legendary.&lt;br /&gt;
&lt;br /&gt;
So in the late game, it is usually easier to craft legendary weapons rather than relic hunt. In addition, the process of farming legendaries will also create many masterwork weapons. This is why persona weapons and eltex staves are recommended; you can't use a production specialist to make them.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: [[Farskip]] with Relic gives debuff from losing the relic.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer [[electric smelter|smelt]] relics, to avoid accidental mishaps.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Adjusted inspect pane and stat readout for relics in classic mode.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Relics can stack with other items of the same type.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Pawns considered free when using shuttle/pods, causing &amp;quot;Relic lost&amp;quot; thought if equipped. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Caravans holding relics cause &amp;quot;relic lost&amp;quot; thought on map exit. &lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=160990</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=160990"/>
		<updated>2025-04-21T04:35:21Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Archite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Thought templates}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Germline Genes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Work Required ==&lt;br /&gt;
The work required to create a xenogerm is determined by its [[File:Complexity.png|20px|Complexity]]. First, a base value is obtained from the post-process curve with the points:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 3)&lt;br /&gt;
* (4, 5)&lt;br /&gt;
* (8, 8)&lt;br /&gt;
* (12, 12)&lt;br /&gt;
* (16, 17)&lt;br /&gt;
* (20, 23)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=3,5,8,12,17,23|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
This value is then multiplied by 2500 to obtain the final number.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 7500)&lt;br /&gt;
* (4, 12500)&lt;br /&gt;
* (8, 20000)&lt;br /&gt;
* (12, 30000)&lt;br /&gt;
* (16, 42500)&lt;br /&gt;
* (20, 57500)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=7500,12500,20000,30000,42500,57500|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
The actual time required is inversely proportional with the [[research speed]] of whoever operates the gene assembler. At 100% research speed, it takes between {{ticks|7500}} (for 0 complexity) to {{ticks|57500}} (for complexity 20 and above).&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Prevents [[Injury#Scarring|scars]] on all non-destroyed body parts. &lt;br /&gt;
* Heals 1 scar, permanent injury, or [[Ailments#Chronic|chronic condition]] ([[Alzheimer's]], [[Asthma]], [[Bad back]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]], [[Blindness]], and [[Organ decay]]) every 15-30 days, akin to (and alongside) [[luciferium]] including scars from a scarification [[ritual]].{{IdeologyIcon}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the casting pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], [[Lung rot]], [[Gut Worms]], [[Muscle parasites]], and [[Organ decay]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and [[Ailments#Chronic|chronic conditions]] ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Bad back]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.5.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into either a regenerative coma or involuntary deathrest.&lt;br /&gt;
** Pawns without the Deathrest gene enter a regenerative coma. After all fatal conditions are removed, the regenerative coma lasts for 7 more days. [[Hemogen]] is unaffected.&lt;br /&gt;
** Pawns with the Deathrest gene enter involuntary [[deathrest]] and lose all [[Hemogen]]. After fatal conditions are removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Entering the regeneration coma or involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
{{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}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target. This does 30 damage to buildings and items, and creates a harmless &amp;quot;spent acid&amp;quot; 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. The attack has an {{AP}} of 80%{{Check Tag|Armor type?|Does this oppose heat armor? Sharp? blunt?}} and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Range: 8.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
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Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''&lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} [[Hemogen]] per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** 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]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* Target: Single human target. Target must not have the Bloodfeeder gene. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* [[Hemogen]] Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
**Implanting new xenogerm, even with deathrest gene will reset pawn's deathrest capacity. &lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:* Bonded pawns receive gain {{Good|×50%}} [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and {{+|10%}} [[psychic sensitivity]] when on same map or in the same [[caravan]].&lt;br /&gt;
:* Bonded pawns receive {{--|10}} [[mood]], {{+|5%}} [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:* 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.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* If the pawn has line of sight of a fire within 19.9 tiles, it is considered &amp;quot;near fire&amp;quot; and the following happens:&lt;br /&gt;
** {{--|10}} ''Afraid of fire'' [[mood]]let&lt;br /&gt;
** 0.1 day mtb chance of &amp;quot;Fire terror&amp;quot; mental break that cause &amp;quot;panic-fleeing fire&amp;quot; mental state, ends when not &amp;quot;near fire&amp;quot; for {{Ticks|500}}&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that blind pawns are still affected by pyrophobia, and will still flee&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Violence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)&lt;br /&gt;
** Will never prison break&lt;br /&gt;
** [[Arrest]]ing never fails, and will never berserk on arrest.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** 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?}}&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always{{Check Tag|Verify|Nominally, it multiplies the chance of a violent break by 999x, so it is still possible but unlikely to have a non-violent. Confirm which. Look at TryRandomElementByWeight}} 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?}}&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* [[Melee damage factor]] ×50%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* [[Melee damage factor]] ×150%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
* Suppresses [[Abrasive]] and [[Psychopath]] traits&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very sleepy&amp;quot;&lt;br /&gt;
! Very sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×180%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×140%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Good|×40%}}&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables [[need]]: [[Sleep]]&lt;br /&gt;
** If all pawns in [[caravan]] have this gene and they travel without animals, they don't need to [[Caravan#Caravan schedule|stop at night]].&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* {{Good|x75%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with other Incoming Damage Multiplier factors, including the the [[Delicate]] ''trait''. See for [[Incoming Damage Multiplier]] further details on stacking.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|x2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|x0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cosmetic ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&amp;lt;br&amp;gt;[[File:Speech_Male_R&amp;amp;D_v4_28.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&amp;lt;br&amp;gt;[[File:Pawn_Pigskin_Call_02e.wav ]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&amp;lt;br&amp;gt;[[File:Roar_Voice_Call_B02.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;[[File:Hair_SnowWhite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;[[File:Hair_Grey.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;[[File:Hair_Blonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;[[File:Hair_SandyBlonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;[[File:Hair_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;[[File:Hair_ReddishBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;[[File:Hair_Brown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;[[File:Hair_DarkBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;[[File:Hair_DarkReddish.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;[[File:Hair_MidBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;[[File:Hair_DarkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;[[File:Hair_InkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;[[File:Hair_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;[[File:Hair_Teal.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;[[File:Hair_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;[[File:Hair_Pink.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;[[File:Hair_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;[[File:Hair_Red.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;[[File:Skin_Melanin1.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;[[File:Skin_Melanin2.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;[[File:Skin_Melanin3.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;[[File:Skin_Melanin4.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;[[File:Skin_Melanin5.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;[[File:Skin_Melanin6.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;[[File:Skin_Melanin7.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;[[File:Skin_Melanin8.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;[[File:Skin_Melanin9.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* 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}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw Nutrition Multiplier]] {{Good|×180%}}&lt;br /&gt;
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].&lt;br /&gt;
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description&lt;br /&gt;
* Removes [[mood]]: Darkness: {{--|5}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Lifespan Factor]] {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer Rate Factor]] {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Lifespan Factor]] {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer Rate Factor]] {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Stagger Time Multiplier]] {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Skill&amp;lt;!--for the sake of sorting, and they do exclude each other too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Animals{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Crafting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Melee{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| Mining{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Intellectual{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Shooting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Social{{ref label|Passion|A}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}&lt;br /&gt;
{{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}} &amp;lt;!-- true for psychite at least --&amp;gt;&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for Alcohol: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for Smokeleaf: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0% &lt;br /&gt;
* Tolerance build-up for Psychite: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Psychite based drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Go-juice eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Wake-up eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* 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?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* 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?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* 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?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&amp;lt;!--Patch notes seem to be accurate, tested using baselines implanted with psychite dependency gene, they're now able to OD on yayo despite suffering from a deficiency--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* 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?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| | {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
---- &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* 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?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&amp;lt;br&amp;gt;[[File:Skills PassionDrop Loop.gif|64px]]&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply. Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect. Fix: Psychically bonded pawns in the same caravan still get &amp;quot;psychic bond distance&amp;quot; mood malus in some circumstances.&lt;br /&gt;
* [[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.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor. Reduced volume and frequency of yttakin sounds.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Coagulate can still be queued if hemogen is below casting cost.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** 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.''}}&lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
** 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.&lt;br /&gt;
** Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
* [[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.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; 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.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Furskin_Average3 head uses the wrong graphic. Fix: Tattoos render below heavy brow. Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene. Fix: Exception trying to visit sick pawn with neversleep gene.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Reimplant ability not working with custom xenotypes.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] -&lt;br /&gt;
** 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.&lt;br /&gt;
** Remove reference to damage over time in acid spray gene description. (&amp;quot;...it will stick to enemies and burn them over time.&amp;quot; to &amp;quot;...it will stick to enemies and burn them.&amp;quot;)&lt;br /&gt;
** Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
** Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
** Updated fire spew LOS highlighting.&lt;br /&gt;
** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
** Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
** 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.&lt;br /&gt;
** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
** Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
** Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
** Fix: Fire spew can shoot through walls.&lt;br /&gt;
** Fix: Fire spew ability not leaning like other ranged attacks.&lt;br /&gt;
** Fix: Fire spew ability can't target walls.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=160889</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=160889"/>
		<updated>2025-04-13T17:01:53Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Archite */ organ decay does not require Anomaly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Thought templates}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Germline Genes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Work Required ==&lt;br /&gt;
The work required to create a xenogerm is determined by its [[File:Complexity.png|20px|Complexity]]. First, a base value is obtained from the post-process curve with the points:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 3)&lt;br /&gt;
* (4, 5)&lt;br /&gt;
* (8, 8)&lt;br /&gt;
* (12, 12)&lt;br /&gt;
* (16, 17)&lt;br /&gt;
* (20, 23)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=3,5,8,12,17,23|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
This value is then multiplied by 2500 to obtain the final number.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 7500)&lt;br /&gt;
* (4, 12500)&lt;br /&gt;
* (8, 20000)&lt;br /&gt;
* (12, 30000)&lt;br /&gt;
* (16, 42500)&lt;br /&gt;
* (20, 57500)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=7500,12500,20000,30000,42500,57500|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
The actual time required is inversely proportional with the [[research speed]] of whoever operates the gene assembler. At 100% research speed, it takes between {{ticks|7500}} (for 0 complexity) to {{ticks|57500}} (for complexity 20 and above).&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Prevents [[Injury#Scarring|scars]] on all non-destroyed body parts. &lt;br /&gt;
* Heals 1 scar, permanent injury, or [[Ailments#Chronic|chronic condition]] ([[Alzheimer's]], [[Asthma]], [[Bad back]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]], [[Blindness]], and [[Organ decay]]) every 15-30 days, akin to (and alongside) [[luciferium]] including scars from a scarification [[ritual]].{{IdeologyIcon}}&lt;br /&gt;
| '''0'''1&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the casting pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], [[Lung rot]], [[Gut Worms]], [[Muscle parasites]], and [[Organ decay]]{{AnomalyIcon}}. These are all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and [[Ailments#Chronic|chronic conditions]] ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Bad back]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.5.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into either a regenerative coma or involuntary deathrest.&lt;br /&gt;
** Pawns without the Deathrest gene enter a regenerative coma. After all fatal conditions are removed, the regenerative coma lasts for 7 more days. [[Hemogen]] is unaffected.&lt;br /&gt;
** Pawns with the Deathrest gene enter involuntary [[deathrest]] and lose all [[Hemogen]]. After fatal conditions are removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Entering the regeneration coma or involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
{{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}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target. This does 30 damage to buildings and items, and creates a harmless &amp;quot;spent acid&amp;quot; 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. The attack has an {{AP}} of 80%{{Check Tag|Armor type?|Does this oppose heat armor? Sharp? blunt?}} and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Range: 8.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''&lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} [[Hemogen]] per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** 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]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* Target: Single human target. Target must not have the Bloodfeeder gene. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* [[Hemogen]] Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
**Implanting new xenogerm, even with deathrest gene will reset pawn's deathrest capacity. &lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:* Bonded pawns receive gain {{Good|×50%}} [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and {{+|10%}} [[psychic sensitivity]] when on same map or in the same [[caravan]].&lt;br /&gt;
:* Bonded pawns receive {{--|10}} [[mood]], {{+|5%}} [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:* 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.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* If the pawn has line of sight of a fire within 19.9 tiles, it is considered &amp;quot;near fire&amp;quot; and the following happens:&lt;br /&gt;
** {{--|10}} ''Afraid of fire'' [[mood]]let&lt;br /&gt;
** 0.1 day mtb chance of &amp;quot;Fire terror&amp;quot; mental break that cause &amp;quot;panic-fleeing fire&amp;quot; mental state, ends when not &amp;quot;near fire&amp;quot; for {{Ticks|500}}&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that blind pawns are still affected by pyrophobia, and will still flee&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Violence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)&lt;br /&gt;
** Will never prison break&lt;br /&gt;
** [[Arrest]]ing never fails, and will never berserk on arrest.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** 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?}}&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always{{Check Tag|Verify|Nominally, it multiplies the chance of a violent break by 999x, so it is still possible but unlikely to have a non-violent. Confirm which. Look at TryRandomElementByWeight}} 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?}}&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* [[Melee damage factor]] ×50%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* [[Melee damage factor]] ×150%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
* Suppresses [[Abrasive]] and [[Psychopath]] traits&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very sleepy&amp;quot;&lt;br /&gt;
! Very sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×180%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×140%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Good|×40%}}&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables [[need]]: [[Sleep]]&lt;br /&gt;
** If all pawns in [[caravan]] have this gene and they travel without animals, they don't need to [[Caravan#Caravan schedule|stop at night]].&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* {{Good|x75%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with other Incoming Damage Multiplier factors, including the the [[Delicate]] ''trait''. See for [[Incoming Damage Multiplier]] further details on stacking.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|x2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|x0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cosmetic ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&amp;lt;br&amp;gt;[[File:Speech_Male_R&amp;amp;D_v4_28.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&amp;lt;br&amp;gt;[[File:Pawn_Pigskin_Call_02e.wav ]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&amp;lt;br&amp;gt;[[File:Roar_Voice_Call_B02.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;[[File:Hair_SnowWhite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;[[File:Hair_Grey.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;[[File:Hair_Blonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;[[File:Hair_SandyBlonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;[[File:Hair_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;[[File:Hair_ReddishBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;[[File:Hair_Brown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;[[File:Hair_DarkBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;[[File:Hair_DarkReddish.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;[[File:Hair_MidBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;[[File:Hair_DarkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;[[File:Hair_InkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;[[File:Hair_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;[[File:Hair_Teal.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;[[File:Hair_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;[[File:Hair_Pink.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;[[File:Hair_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;[[File:Hair_Red.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;[[File:Skin_Melanin1.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;[[File:Skin_Melanin2.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;[[File:Skin_Melanin3.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;[[File:Skin_Melanin4.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;[[File:Skin_Melanin5.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;[[File:Skin_Melanin6.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;[[File:Skin_Melanin7.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;[[File:Skin_Melanin8.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;[[File:Skin_Melanin9.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* 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}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw Nutrition Multiplier]] {{Good|×180%}}&lt;br /&gt;
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].&lt;br /&gt;
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description&lt;br /&gt;
* Removes [[mood]]: Darkness: {{--|5}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Lifespan Factor]] {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer Rate Factor]] {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Lifespan Factor]] {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer Rate Factor]] {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Stagger Time Multiplier]] {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Skill&amp;lt;!--for the sake of sorting, and they do exclude each other too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Animals{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Crafting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Melee{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| Mining{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Intellectual{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Shooting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Social{{ref label|Passion|A}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}&lt;br /&gt;
{{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}} &amp;lt;!-- true for psychite at least --&amp;gt;&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for Alcohol: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for Smokeleaf: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0% &lt;br /&gt;
* Tolerance build-up for Psychite: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Psychite based drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Go-juice eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Wake-up eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* 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?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* 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?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* 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?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&amp;lt;!--Patch notes seem to be accurate, tested using baselines implanted with psychite dependency gene, they're now able to OD on yayo despite suffering from a deficiency--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* 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?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| | {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
---- &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* 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?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&amp;lt;br&amp;gt;[[File:Skills PassionDrop Loop.gif|64px]]&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply. Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect. Fix: Psychically bonded pawns in the same caravan still get &amp;quot;psychic bond distance&amp;quot; mood malus in some circumstances.&lt;br /&gt;
* [[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.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor. Reduced volume and frequency of yttakin sounds.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Coagulate can still be queued if hemogen is below casting cost.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** 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.''}}&lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
** 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.&lt;br /&gt;
** Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
* [[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.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; 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.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Furskin_Average3 head uses the wrong graphic. Fix: Tattoos render below heavy brow. Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene. Fix: Exception trying to visit sick pawn with neversleep gene.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Reimplant ability not working with custom xenotypes.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] -&lt;br /&gt;
** 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.&lt;br /&gt;
** Remove reference to damage over time in acid spray gene description. (&amp;quot;...it will stick to enemies and burn them over time.&amp;quot; to &amp;quot;...it will stick to enemies and burn them.&amp;quot;)&lt;br /&gt;
** Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
** Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
** Updated fire spew LOS highlighting.&lt;br /&gt;
** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
** Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
** 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.&lt;br /&gt;
** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
** Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
** Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
** Fix: Fire spew can shoot through walls.&lt;br /&gt;
** Fix: Fire spew ability not leaning like other ranged attacks.&lt;br /&gt;
** Fix: Fire spew ability can't target walls.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=142454</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=142454"/>
		<updated>2024-03-16T02:42:35Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Acquisition */ no blinding ceremony without Ideology, right? move icon to beginning of line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;An organic connection to a larger psychic field. This allows a person to psychically induce a distant [[archotech]] superintelligence to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use [[psylink neuroformer]] devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary [[anima tree]]. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To use psycasts, a pawn must first have a Psylink level equal to or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through [[Quests|questing]]&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Titles#Honor|Honor]] as a quest reward.&lt;br /&gt;
#  Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psyfocus#Natural|Natural]] Meditation focus type&lt;br /&gt;
#  {{IdeologyIcon}}Pawns who get blinded through a Satisfying or Spectacular [[Rituals|Blinding Ceremony]] have a chance to get a psylink level, even if the pawns in question have a different [[Ideoligion]] without the [[Blindsight]] meme. The ceremony can be performed again if the pawns regain their sight through any means including a [[bionic eye]], [[healer mech serum|healer]] or [[resurrector mech serum]], or [[Biosculpter pod#Bioregeneration|biosculpter pod]]. Note that pawns with [[Ideoligion#Blindness|pro-Blindness]] ideoligions at the time of their biosculpting will not have their eyes repaired.&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn gains their first level, a level 2 psycast is learned when gaining their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game, and limited only by the availability of psytrainers themselves.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is achieved. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
== Neural Heat ==&lt;br /&gt;
{{Quote|Despite being called &amp;quot;heat&amp;quot;, neural heat is not a measure of temperature. It refers to a type of chaotic psychic energy in the mind which is built up when using psychic powers and dissipates over the course of a few seconds or minutes. If neural heat is pushed past normal limits, it may cause temporary psychic breakdown and unconsciousness due to psychic shock. These conditions don't cause permanent damage.|Neural heat description}}&lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]&lt;br /&gt;
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the &amp;quot;Neural Heat Limiter&amp;quot;, but exceeding the limit can cause [[Psycasts#Psychic breakdown|psychic breakdown]]. &lt;br /&gt;
&lt;br /&gt;
The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.&lt;br /&gt;
&lt;br /&gt;
The equation for a pawn's neural heat limit is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level))&lt;br /&gt;
|}&lt;br /&gt;
or simpler:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = (2 + Psylink level) * 10 * Psychic Sensitivity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming 100% psychic sensitivity, this in the following: &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Limit&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 1)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 2)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 3)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 4)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 5)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 6)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat displayed on the pawn's neural heat meter exactly equals the casting cost.&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recovery Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's [[psychic sensitivity]]. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%.  In addition, the [[pain]] currently felt by the psycasting pawn ''adds'' an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Offsets to this value, such as from [[eltex]] items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level. i.e. a normal [[quality]] [[eltex skullcap]] will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.&lt;br /&gt;
&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Multiplier !! Base rate&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1.000x&lt;br /&gt;
| {{#expr: 0.54*1}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1.125x&lt;br /&gt;
| {{#expr: 0.54*1.125}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 1.250x&lt;br /&gt;
| {{#expr: 0.54*1.250}}0/s &lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 1.375x&lt;br /&gt;
| {{#expr: 0.54*1.375}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 1.500x&lt;br /&gt;
| {{#expr: 0.54*1.500}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 1.625x&lt;br /&gt;
| {{#expr: 0.54*1.6250}}/s &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic breakdown ====&lt;br /&gt;
{{Rewrite|section=1|reason = Should be replicated or transcluded on to the [[ailments]] page, but bears discussion}}&lt;br /&gt;
{{Quote|Deep psychic destabilization of the mind. Psychic breakdown last for days, causing mental disturbances of various kinds. It resolves itself with time.|Psychic breakdown description}}&lt;br /&gt;
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit.  Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown.  The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Heat level !! Heat Range !! Breakdown gain&lt;br /&gt;
|-&lt;br /&gt;
! Safe&lt;br /&gt;
| 0% - 99%    || -&lt;br /&gt;
|-&lt;br /&gt;
! Overloaded&lt;br /&gt;
| 100% - 132% || +2 Breakdown severity, MTB 2 hours&lt;br /&gt;
|-&lt;br /&gt;
! Very overloaded&lt;br /&gt;
| 133% - 165% || +4 Breakdown severity, MTB 2 hours&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| 166% - 199% || +6 Breakdown severity, MTB 2 hours&lt;br /&gt;
|-&lt;br /&gt;
! Overwhelming&lt;br /&gt;
| 200%+       || +8 Breakdown severity, MTB 2 hours. [[Psychic shock]] (10% max [[Consciousness]] for {{ticks|7500}})&lt;br /&gt;
|}&lt;br /&gt;
For example, this means that if a pawn is consistently kept at 170% of the neural heat limit, they will, on average, increase the severity of their psychic breakdown by +6 every 2 hours. Note that this is only an average value over time.&lt;br /&gt;
&lt;br /&gt;
In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated by [[psychic shock]] for 3 in-game hours, in addition to the effects of any psychic breakdown that may develop.&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns come in 3 levels of severity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Severity Range !! [[Consciousness]] !! [[Mood#Situation_Special|Mood]] !! [[Mental breaks]]&lt;br /&gt;
|-&lt;br /&gt;
!Minor &lt;br /&gt;
|  0 - 4  || -25%                     || -6  || Minor [[mental break]], MTB 5 days&lt;br /&gt;
|-&lt;br /&gt;
!Major &lt;br /&gt;
|  5 - 10 || -50%                     || -12 || Minor or Major [[mental break]], MTB 5 days&lt;br /&gt;
|-&lt;br /&gt;
!Total&lt;br /&gt;
| 10 - 15 || 10% max (Unconciousness) || -18 || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns last a variable number of days, depending on the severity. Severity decreases at a rate of 1 per day. Thus, minor breakdowns last from 1-5 days, major breakdowns last from 6-10 days, and total breakdowns last from 11-15 days. &lt;br /&gt;
&lt;br /&gt;
Because the severity and duration of the psychic breakdown, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit using [[#Psycasting stat modifiers|equipment that improves psychic sensitivity or neural heat loss]] can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.&lt;br /&gt;
&lt;br /&gt;
== Psyfocus ==&lt;br /&gt;
{{Move|section=1|destination=Psyfocus|reason=Detail and structure missing from there should be moved. This should be repurposed as a quick summary (i.e. its mana that places a mid term limit not just a short term limit like heat, this is short list of focuses types and the comparison table, see [[Psyfocus]] for more detail)}}&lt;br /&gt;
{{quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
{{Main|Psyfocus}}&lt;br /&gt;
In addition to the neural heat increase, each psycast consumes a certain percent of psyfocus. Unlike neural heat, psyfocus costs are the same for every caster, and there is no way to exceed or bypass a psyfocus cost. If the psycaster has insufficient psyfocus for the psycast, it cannot be cast at all. Level 3+ psycasts also require the user to have a minimum level of psyfocus stored in order to be useable:&lt;br /&gt;
*Level 3-4: 25% psyfocus minimum&lt;br /&gt;
*Level 5-6: 50% psyfocus minimum&lt;br /&gt;
&lt;br /&gt;
Even without psycasting, psyfocus will naturally degrade by a small amount per day, relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
===Meditation===&lt;br /&gt;
{{Main|Psyfocus#Meditation}}&lt;br /&gt;
In order to replenish psyfocus, a pawn can spend time meditating. Each pawn will gain a base of 50% psyfocus per day, or 2.08% psyfocus an hour. Meditation foci further improve these rates by adding their listed strength. For example, a meditation foci of +44% would have mediation give 94% psyfocus per day.&lt;br /&gt;
&lt;br /&gt;
There are 6 different types of objects that a pawn can meditate to:&lt;br /&gt;
*'''Natural:''' Available to most, but not all, Tribal [[backstories]]. Natural meditation objects are most effective when no artifical buildings are nearby. Uniquely, a pawn with natural meditation can grow [[anima grass]] and perform the [[anima tree]] linking ritual, allowing pawns to gain psylink levels independent from psylink neuroformers.&lt;br /&gt;
*'''Minimal:''' Available to [[Ascetic]] pawns only. Allows meditation at any wall.&lt;br /&gt;
*'''Artistic:''' The default meditation type, available to any non-tribal that is not Ascetic. Meditate at sculptures - the higher the quality, the better.&lt;br /&gt;
*'''Morbid:''' Available to pawns with certain [[trait]]s, like [[Psychopath]] or [[Jealous]]. Meditate at graves and sarcophagi - deceased family members or loved ones give a bonus.&lt;br /&gt;
*'''Dignified:''' Available to anyone holding a royal [[title]]. [[Meditation throne]]s are improved by having a throne room befitting of the pawn's title.&lt;br /&gt;
*'''Flame:''' Available to [[Pyromaniac]]s. Meditate at lit campfires and other burning light sources.&lt;br /&gt;
&lt;br /&gt;
The rate of psyfocus gain from meditation can further be increased in the following ways:&lt;br /&gt;
* Using [[Wake-up]] increases the psyfocus gain from meditation by {{+|20%}} per day for the [[Wake-up#Wake-up high|duration of its high]].&lt;br /&gt;
* The [[Persona traits#Psy-meditative|Psy-meditative]] persona trait grants an additional {{+|10%}} psyfocus gain per day of meditation, while the weapon is held in hand.&lt;br /&gt;
* Each [[psychofluid pump]]{{BiotechIcon}} increases {{+|5%}} psyfocus per day of meditation from a completed [[deathrest]], up to a maximum of {{+|20%}} from 4 pumps. This bonus lasts until the next deathrest.&lt;br /&gt;
* [[Genes#Psy-sensitive|Psy-sensitive]] and [[Genes#Super psy-sensitive|Super psy-sensitive]] genes{{BiotechIcon}} increase psyfocus gain per meditation day by {{+|10%}} and {{+|20%}} respectively. Note that these genes are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! ''None''&lt;br /&gt;
| ''All''&lt;br /&gt;
| -&lt;br /&gt;
| {{#expr: (0.5)/0.24 round 1}}% &lt;br /&gt;
| -&lt;br /&gt;
| {{#expr: (0.5)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.06)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psyfocus#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many meditation foci can be improved by having other buildings in its radius. For example, a [[sculpture]] can be improved by having other, high [[quality]] sculptures in its radius. Conversely, most natural foci are weakened by nearby artificial structures. &lt;br /&gt;
&lt;br /&gt;
In any case, foci will never truly &amp;quot;add up&amp;quot;. Each nearby sculpture past the first only increases psyfocus by +1-2%, rather than its full psyfocus value. Having multiple unrelated foci together will not have an extra effect. For example, a pawn cannot use a [[meditation throne]] and [[brazier]] at the same time, even if they have access to both the Dignified and the Flame meditation types. The better of the two foci will be used in any scenario.&lt;br /&gt;
&lt;br /&gt;
===Alternative psyfocus===&lt;br /&gt;
{{Stub|section=1|reason=Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others}}&lt;br /&gt;
Other than meditation, the following methods will increase a pawn's psyfocus:&lt;br /&gt;
* Using [[Go-juice]] instantly refills a psycaster's psyfocus by 15%.&lt;br /&gt;
* [[Ideoligion]] [[rituals]] {{IdeologyIcon}} can select the fully refilling the psyfocus of all participants as a reward for sufficiently high quality outcomes.{{Check Tag|Detail|Specific terms, mechanics, details etc. E.g. what outcomes specifically?}} .&lt;br /&gt;
*The Kill-focused [[Persona_traits|persona trait]] grant an instant +20% psyfocus on killing an enemy. Note that psyfocus is gained for directly killing a pawn. This includes killing wild animals, downed hostiles, friendly NPCs, colonists, and even [[Animals#Slaughtering|slaughtering]] colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so. Age and body size do not affect this rate. Excess colony animals, especially from rapidly-breeding animals such as [[chicken]]s, can thus be turned into into massive psyfocus gain, allowing continuous use of utility psycasts such as [[Psycasts#Word of inspiration|Word of Inspiration]] or [[Psycasts#Word of trust|Word of Trust]] or high cost combat options such as [[Psycasts#Berserk pulse|Berserk pulse]].&lt;br /&gt;
&lt;br /&gt;
== Psychic Sensitivity ==&lt;br /&gt;
A user's psychic sensitivity increases the [[neural heat]] they can use. The user's sensitivity does not directly increase the duration, impact, or range of any psycast, unless they are also the target.&lt;br /&gt;
&lt;br /&gt;
In addition, the ''target'''s psychic sensitivity can determine how long a psycast lasts. For many psycasts, psychic sensitivity is a multiplier to duration.  For example, a [[psychically hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Berserk psycast for 54 seconds instead of the normal 30, while a [[psychically dull]] (Sensitivity of 0.5) pawn would only be affected for 15 seconds. A [[psychically deaf]] (Sensitivity of 0) pawn would be immune to these psycasts.&lt;br /&gt;
&lt;br /&gt;
Out of all the psycasts, only Blinding Pulse has its ''impact'' increased by the target's sensitivity. Increased sensitivity results in higher blinding.{{Check Tag|Verify|According to the page itself.}}&lt;br /&gt;
&lt;br /&gt;
=== Psycasting stat modifiers ===&lt;br /&gt;
{{Stub|section=1|reason=needs effective neural heat change like eltex items have (see their pages)}}&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{{Psychic Sensitivity Factor Table}}&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn, genetically modified with the deathrest gene, super psy-sensitivity, having deathrested with four psychofluid pumps, is psychically bonded to a pawn on the same map, blinded and with the Blind psysense precept, with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|&amp;lt;!--Base--&amp;gt;100%&amp;lt;!--Psychofluid pump--&amp;gt;+100%&amp;lt;!--Psychically Hypersensitive--&amp;gt;+80%&amp;lt;!--Eltex staff--&amp;gt;+75%&amp;lt;!--Eltex skullcap--&amp;gt;+60%&amp;lt;!--Sight--&amp;gt;+50%&amp;lt;!--Super psy-sensitive--&amp;gt;+40% &amp;lt;!--Eltex robe--&amp;gt;+30%&amp;lt;!--Blinded with blind psysense--&amp;gt;+30%&amp;lt;!--Psychic sensitizer--&amp;gt;+25% &amp;lt;!--Eltex vest--&amp;gt;+23%&amp;lt;!--Eltex shirt--&amp;gt;+15%&amp;lt;!--Psychic bonding--&amp;gt;+10%|{{#vardefineecho:maxPsySense|{{#expr:&amp;lt;!--Base--&amp;gt;100&amp;lt;!--Psychofluid pump--&amp;gt;+100&amp;lt;!--Psychically Hypersensitive--&amp;gt;+80&amp;lt;!--Eltex staff--&amp;gt;+75&amp;lt;!--Eltex skullcap--&amp;gt;+60&amp;lt;!--Sight--&amp;gt;+50&amp;lt;!--Super psy-sensitive--&amp;gt;+40&amp;lt;!--Eltex robe--&amp;gt;+30&amp;lt;!--Blinded with blind psysense--&amp;gt;+30&amp;lt;!--Psychic sensitizer--&amp;gt;+25&amp;lt;!--Eltex vest--&amp;gt;+23&amp;lt;!--Eltex shirt--&amp;gt;+15&amp;lt;!--Psychic bonding--&amp;gt;+10}}}}%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: {{#var:maxPsySense}}/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Burden&amp;quot;&lt;br /&gt;
! '''Burden'''&amp;lt;br&amp;gt;[[File:Burden.png|64px]] &lt;br /&gt;
| 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving]] capped at 40%&lt;br /&gt;
* {{--|15}} Faction Relations when used on allies&lt;br /&gt;
| 8&lt;br /&gt;
| 0.25s &lt;br /&gt;
| 20s&lt;br /&gt;
| 30 tiles&lt;br /&gt;
| Target&lt;br /&gt;
| 1%&lt;br /&gt;
|- id=&amp;quot;Painblock&amp;quot;&lt;br /&gt;
! '''Painblock'''&amp;lt;br&amp;gt;[[File:Painblock.png|64px]] &lt;br /&gt;
| 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target [[Pain]] Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
| 8&lt;br /&gt;
| 0.25s &lt;br /&gt;
| 120s&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| Target&lt;br /&gt;
| 2%&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
! '''Stun'''&amp;lt;br&amp;gt;[[File:Stun.png|64px]] &lt;br /&gt;
| 1 || Momentarily disrupt motor function in the target's brain, preventing any movement. || &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* {{--|15}} Faction Relations when used on allies&lt;br /&gt;
| 12&lt;br /&gt;
| 0.25s &lt;br /&gt;
| 3s&lt;br /&gt;
| 20 tiles&lt;br /&gt;
| Target&lt;br /&gt;
| 1%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Chunk skip&amp;quot;&lt;br /&gt;
! '''Chunk skip'''&amp;lt;br&amp;gt;[[File:ChunkSkip.png|64px]] &lt;br /&gt;
| 1 || Skip the closest 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
| 14&lt;br /&gt;
| 1s&lt;br /&gt;
| ''Instantaneous''&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| Target&lt;br /&gt;
| 4%&lt;br /&gt;
|- id=&amp;quot;Solar pinhole&amp;quot;&lt;br /&gt;
! '''Solar pinhole'''&amp;lt;br&amp;gt;[[File:SolarPinhole.png|64px]] &lt;br /&gt;
| 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
* Lights up a {{#expr:{{Lit Radius|15|{{#expr:217+217+208}}}} round 2}} tile area around it.&lt;br /&gt;
* Creates heat at a rate of 10 heat per second (compared to the 21 heat per second of a [[heater]] or [[campfire]]), but only when the temperature is below 20°C.&lt;br /&gt;
| 0&lt;br /&gt;
| 0.25s &lt;br /&gt;
| 5000s (5 days)&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| 15 tiles&lt;br /&gt;
| 8%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Blinding pulse&amp;quot;&lt;br /&gt;
! '''Blinding Pulse'''&amp;lt;br&amp;gt;[[File:BlindingPulse.png|64px]] &lt;br /&gt;
| 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* {{--|15}} Faction Relations when used on allies&lt;br /&gt;
| 20&lt;br /&gt;
| 1s &lt;br /&gt;
| 30s&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| 7 tiles&lt;br /&gt;
| 1%&lt;br /&gt;
|- id=&amp;quot;Waterskip&amp;quot;&lt;br /&gt;
! '''Waterskip'''&amp;lt;br&amp;gt;[[File:Waterskip.png|64px]] &lt;br /&gt;
| 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers ||&lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
| 25&lt;br /&gt;
| 1s &lt;br /&gt;
| ''Instantaneous''&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| 3x3 tiles&lt;br /&gt;
| 1.5%&lt;br /&gt;
|- id=&amp;quot;Neural heat dump&amp;quot;&lt;br /&gt;
! '''Neural Heat Dump'''&amp;lt;br&amp;gt;[[File:NeuralHeatDump.png|64px]] &lt;br /&gt;
| 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 &lt;br /&gt;
* Selected allied target within line-of-sight and 25 tiles falls into [[psychic coma]]. Target does not require psylink to receive neural heat.&lt;br /&gt;
* {{--|15}} Faction Relations when used on allies&lt;br /&gt;
| 0&lt;br /&gt;
| 1s &lt;br /&gt;
| 1000s (1 day)&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| Target&lt;br /&gt;
| 0%&lt;br /&gt;
|- id=&amp;quot;Beckon&amp;quot;&lt;br /&gt;
! '''Beckon'''&amp;lt;br&amp;gt;[[File:Beckon.png|64px]] &lt;br /&gt;
| 3 || Psychically command the target to approach the caster. || &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
| 20&lt;br /&gt;
| 0.25s &lt;br /&gt;
| 8s&lt;br /&gt;
| 20 tiles&lt;br /&gt;
| Target&lt;br /&gt;
| 1%&lt;br /&gt;
|- id=&amp;quot;Chaos skip&amp;quot;&lt;br /&gt;
! '''Chaos Skip'''&amp;lt;br&amp;gt;[[File: ChaosSkip.png|64px]] &lt;br /&gt;
| 3 || Teleport the target to a random position near where it started. Objects above a certain size cannot be teleported. || &lt;br /&gt;
* Target, pawn or item, is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
** Maximum [[body size]]: ? {{Check Tag|Detail}}&lt;br /&gt;
** Line of sight to target is necessary, but unlike with &amp;quot;Skip&amp;quot;, the destination of the teleport can be through walls, with luck.&lt;br /&gt;
* Stun for between {{Ticks|70}} and {{Ticks|120}} after teleporting&lt;br /&gt;
* {{--|15}} Faction Relations when used on allies&lt;br /&gt;
| 18&lt;br /&gt;
| 0.25s&lt;br /&gt;
| ''Instantaneous''&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| Target&lt;br /&gt;
| 2%&lt;br /&gt;
|- id=&amp;quot;Vertigo pulse&amp;quot;&lt;br /&gt;
! '''Vertigo Pulse'''&amp;lt;br&amp;gt;[[File:VertigoPulse.png|64px]] &lt;br /&gt;
| 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* {{--|15}} Faction Relations when used on allies&lt;br /&gt;
| 30&lt;br /&gt;
| 1s &lt;br /&gt;
| 20s&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| 7 tiles&lt;br /&gt;
| 2%&lt;br /&gt;
|- id=&amp;quot;Smokepop&amp;quot;&lt;br /&gt;
! '''Smokepop'''&amp;lt;br&amp;gt;[[File:Smokepop.png|64px]] &lt;br /&gt;
| 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. || &lt;br /&gt;
* Creates a 7 tile diameter [[smoke]] cloud at the targeted location.&lt;br /&gt;
| 30&lt;br /&gt;
| 1s &lt;br /&gt;
| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| Tile&lt;br /&gt;
| 2%&lt;br /&gt;
|- id=&amp;quot;Skip&amp;quot;&lt;br /&gt;
! '''Skip'''&amp;lt;br&amp;gt;[[File:Skip.png|64px]] &lt;br /&gt;
| 4 || Teleport the target to a desired position not too far from his starting point. Objects which are too large cannot be teleported. || &lt;br /&gt;
* Target, pawn or item, is teleported to a selected tile visible to the target.&lt;br /&gt;
** Maximum [[body size]]: 3&lt;br /&gt;
* {{--|15}} Goodwill impact&lt;br /&gt;
| 25&lt;br /&gt;
| 0.25s &lt;br /&gt;
| ''Instantaneous''&lt;br /&gt;
| 28 tiles&lt;br /&gt;
| Target/Tile&lt;br /&gt;
| 2%&lt;br /&gt;
|- id=&amp;quot;Focus&amp;quot;&lt;br /&gt;
! '''Focus'''&amp;lt;br&amp;gt;[[File:Focus.png|64px]] &lt;br /&gt;
| 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capacities.''&lt;br /&gt;
* [[Sight]]: {{Good|x1.3}}&lt;br /&gt;
* [[Hearing]]: {{Good|x1.3}}&lt;br /&gt;
* [[Moving]]: {{Good|x1.3}}&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
| 15&lt;br /&gt;
| 0.25s &lt;br /&gt;
| 60s&lt;br /&gt;
| 28 tiles&lt;br /&gt;
| Target&lt;br /&gt;
| 3%&lt;br /&gt;
|- id=&amp;quot;Wallraise&amp;quot;&lt;br /&gt;
! '''Wallraise'''&amp;lt;br&amp;gt;[[File:Wallraise.png|64px]] &lt;br /&gt;
| 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.&lt;br /&gt;
** Walls cannot intersect other walls, but will shunt items out of the way.&lt;br /&gt;
| 35&lt;br /&gt;
| 1s &lt;br /&gt;
| ''Instantaneous'', Wall disappears after 4 hours.&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| Tile&lt;br /&gt;
| 2%&lt;br /&gt;
|- id=&amp;quot;Berserk&amp;quot;&lt;br /&gt;
! '''Berserk'''&amp;lt;br&amp;gt;[[File:Berserk.png|64px]] &lt;br /&gt;
| 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* {{--|15}} Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
| 40&lt;br /&gt;
| 0.25s &lt;br /&gt;
| 15s&lt;br /&gt;
| 20 tiles&lt;br /&gt;
| Target&lt;br /&gt;
| 4%&lt;br /&gt;
|- id=&amp;quot;Flashstorm&amp;quot;&lt;br /&gt;
! '''Flashstorm'''&amp;lt;br&amp;gt;[[File:Flashstorm.png|64px]] &lt;br /&gt;
| 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissipating. || &lt;br /&gt;
* Creates a [[Weather|flashstorm]] at target location. &lt;br /&gt;
* {{--|35}} Goodwill impact.&lt;br /&gt;
| 65&lt;br /&gt;
| 1s &lt;br /&gt;
| 164s&lt;br /&gt;
| 20 tiles&lt;br /&gt;
| 14 tiles&lt;br /&gt;
| 4%&lt;br /&gt;
|- id=&amp;quot;Invisibility&amp;quot;&lt;br /&gt;
! '''Invisibility'''&amp;lt;br&amp;gt;[[File:Invisibility.png|64px]] &lt;br /&gt;
| 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
| 45&lt;br /&gt;
| 1s &lt;br /&gt;
| 15s&lt;br /&gt;
| 20 tiles&lt;br /&gt;
| Target&lt;br /&gt;
| 3%&lt;br /&gt;
|- id=&amp;quot;Berserk pulse&amp;quot;&lt;br /&gt;
! '''Berserk Pulse'''&amp;lt;br&amp;gt;[[File:BerserkPulse.png|64px]] &lt;br /&gt;
| 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* {{--|75}} Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
| 65&lt;br /&gt;
| 1s &lt;br /&gt;
| 10s&lt;br /&gt;
| 15 tiles&lt;br /&gt;
| 5x5 tiles&lt;br /&gt;
| 6%&lt;br /&gt;
|- id=&amp;quot;Mass chaos skip&amp;quot;&lt;br /&gt;
! '''Mass Chaos Skip'''&amp;lt;br&amp;gt;[[File:MassChaosSkip.png|64px]] &lt;br /&gt;
| 6 || Skip everyone in an area to random positions nearby. Objects which are too large cannot be teleported. ||&lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
** Maximum [[body size]]: ? {{Check Tag|Detail}}&lt;br /&gt;
* {{--|5}} Goodwill impact.&lt;br /&gt;
| 40&lt;br /&gt;
| 1s &lt;br /&gt;
| ''Instantaneous''&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| 17 tiles&lt;br /&gt;
| 3%&lt;br /&gt;
|- id=&amp;quot;Skipshield&amp;quot;&lt;br /&gt;
! '''Skipshield'''&amp;lt;br&amp;gt;[[File:Skipshield.png|64px]] &lt;br /&gt;
| 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || &lt;br /&gt;
* Makes a 4.9-tile radius circle that cannot be shot through, into, or out of. See [[#Tactics|below]] for image. Does not {{Hover title|E.g. from mortars, orbital bombardment targeters, or aerodrone strikes or salvos|block non-ground-level projectiles}}.&lt;br /&gt;
| 65&lt;br /&gt;
| 1s &lt;br /&gt;
| 15s&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| 9 tiles&lt;br /&gt;
| 4%&lt;br /&gt;
|- id=&amp;quot;Manhunter pulse&amp;quot;&lt;br /&gt;
! '''Manhunter pulse'''&amp;lt;br&amp;gt;[[File: ManhunterPulse.png|64px]] &lt;br /&gt;
| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* Makes faction hostile when used on animals of allied caravans&lt;br /&gt;
| 50&lt;br /&gt;
| 1s &lt;br /&gt;
| 60s&lt;br /&gt;
| 35 tiles&lt;br /&gt;
| 57 tiles&lt;br /&gt;
| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Word of trust&amp;quot;&lt;br /&gt;
! '''Word of Trust'''&amp;lt;br&amp;gt;[[File:WordOfTrust.png|64px]] &lt;br /&gt;
| 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || &lt;br /&gt;
* Reduces Resistance of target prisoner by {{---|20}}, scaled by target's [[Psychic Sensitivity]].&lt;br /&gt;
| 0&lt;br /&gt;
| 2s &lt;br /&gt;
| ''Instantaneous''&lt;br /&gt;
| 30 tiles&lt;br /&gt;
| Target&lt;br /&gt;
| 60%&lt;br /&gt;
|- id=&amp;quot;Word of joy&amp;quot;&lt;br /&gt;
! '''Word of Joy'''&amp;lt;br&amp;gt;[[File:WordOfJoy.png|64px]]&lt;br /&gt;
| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
| 0&lt;br /&gt;
| 2s&lt;br /&gt;
| 5000s (5 days)&lt;br /&gt;
| 1 tile&lt;br /&gt;
| Target&lt;br /&gt;
| 40%&lt;br /&gt;
|- id=&amp;quot;Word of love&amp;quot;&lt;br /&gt;
! '''Word of Love'''&amp;lt;br&amp;gt;[[File: WordOfLove.png|64px]] &lt;br /&gt;
| 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively cast on two pawns.&lt;br /&gt;
| 0&lt;br /&gt;
| 2s &lt;br /&gt;
| 8000s (8 days)&lt;br /&gt;
| 1 tile&lt;br /&gt;
| Target&lt;br /&gt;
| 50%&lt;br /&gt;
|- id=&amp;quot;Word of serenity&amp;quot;&lt;br /&gt;
! '''Word of Serenity'''&amp;lt;br&amp;gt;[[File:WordOfSerenity.png|64px]] &lt;br /&gt;
| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour [[psychic coma]]. The psyfocus cost depends on the level of the mental break; [[Social#Social_Fights|social fights]] and [[Mental break#Minor break|minor breaks]] cost 30% psyfocus, [[Mental break#Major break|major breaks]] cost 50%, and [[Mental break#Extreme break|extreme breaks]] cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
| 0&lt;br /&gt;
| 2s&lt;br /&gt;
| 250s (6 hours)&lt;br /&gt;
| 1 tile&lt;br /&gt;
| Target&lt;br /&gt;
| 30-70%&lt;br /&gt;
|- id=&amp;quot;Word of inspiration&amp;quot;&lt;br /&gt;
! '''Word of Inspiration'''&amp;lt;br&amp;gt;[[File:WordOfInspiration.png|64px]] &lt;br /&gt;
| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
| 0&lt;br /&gt;
| 2s&lt;br /&gt;
| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
| 1 tile&lt;br /&gt;
| Target&lt;br /&gt;
| 80%&lt;br /&gt;
|- id=&amp;quot;Farskip&amp;quot;&lt;br /&gt;
! '''Farskip'''&amp;lt;br&amp;gt;[[File:Farskip.png|64px]] &lt;br /&gt;
| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; also teleports tamed animals within 5 tiles if not cast on a colony map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
| 0&lt;br /&gt;
| 5s&lt;br /&gt;
| ''Instantaneous''&lt;br /&gt;
| User&lt;br /&gt;
| 5 tile radius&lt;br /&gt;
| 70%&lt;br /&gt;
|- id=&amp;quot;Neuroquake&amp;quot;&lt;br /&gt;
! '''Neuroquake'''&amp;lt;br&amp;gt;[[File:Neuroquake.png|64px]] &lt;br /&gt;
| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| &lt;br /&gt;
* Causes berserk mental state in a 60-tile radius, outside of 5 tile safe radius. &lt;br /&gt;
* {{--|12}} [[mood]] for all pawns present&lt;br /&gt;
* {{--|10}} Faction Relations for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* {{--|75}} Faction Relations if berserk affects allies.&lt;br /&gt;
* Caster put in [[psychic coma]] for 5 days.&lt;br /&gt;
| 0&lt;br /&gt;
| 12s&lt;br /&gt;
| ''Instantaneous''&amp;lt;br&amp;gt;5 day coma&lt;br /&gt;
| User&lt;br /&gt;
| 60 tile radius&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
[[File:Skip  shield radius.jpg|thumb|right|175px|Radius of the skipshield with unshielded area denoted in red, partially shielded areas in gold (see Note left).&amp;lt;br&amp;gt; Note that despite the shield visually extending beyond the tiles, it does not protect them.]]&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
*'''Skipshield''' is most obvious to use to cover your own pawns, allowing melee pawns to close, or giving a respite from attacks. If used for this purpose, keep in mind that it doesn't just stop shots going into the shield, but also from going out the other side. This creates a &amp;quot;shadow&amp;quot; - an expanding cone of area on the opposite side of the shield to the shooter where they can't hit. As the psycast can be positioned whereever you like, unlike the [[low-shield pack]], a single shield can effectively cover a greater area with clever position. Also consider that it prevents firing out of as well. This can allow you to &amp;quot;switch off&amp;quot; any pawn's ranged attacks, even if you couldn't cover all of your pawns with a single or even multiple casts. This is especially useful when a [[doomsday rocket launcher]]-armed [[raider]] drop-pods into the middle of your pawns.  &lt;br /&gt;
** The radius of the shield is not blocked by walls. Therefore it can be cast on the inside of a fortification and prevent attacks from the outside doing damage to the walls. This is exceedingly useful for protecting against [[termite]]s and other breach raids for a short period to prevent breaches, or buy time.  &lt;br /&gt;
** '''Note:''' Pawns on the tiles shown in [[gold tile|gold]] in the image to the right are shielded from attacks directly targeted at them however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. &lt;br /&gt;
* '''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be cast if needed.&lt;br /&gt;
** Use it when mining deep underground to avoid the darkness work speed penalty.&lt;br /&gt;
* '''Burden''' slows the target down.&lt;br /&gt;
** Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.&lt;br /&gt;
** Useful for hunters in case of revenge.&lt;br /&gt;
* '''Farskip''' Can be used from the World map. Can't be used while forming a Caravan but can be used if you Draft after you've collected all your gear.&lt;br /&gt;
* '''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
* '''Stun''' stuns the target for a few seconds.&lt;br /&gt;
** Best used to support a melee attacker against another.&lt;br /&gt;
** Help melee attackers close the distance to shooters.&lt;br /&gt;
** Peel melee attackers off ranged.&lt;br /&gt;
* '''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.&lt;br /&gt;
** Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations. The chunks can be quickly rearranged with a stockpile. &lt;br /&gt;
** Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.&lt;br /&gt;
** Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.&lt;br /&gt;
** A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.&lt;br /&gt;
* '''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat. Especially useful against clustered ranged tribals. Using this against melee fighters is useful as well, reducing their hit chance.&lt;br /&gt;
* '''Neural heat dump''' is good for burst-casting expensive combat psycasts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle.&lt;br /&gt;
** The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled by animal revenge, to prevent a sick pawn from having a mental break while they are in bed, and in various other situations.{{Check Tag|Mental break?|Can it be used on pawns who are already having a break? Including the violent ones? Do they get catharsis?}}&lt;br /&gt;
* '''Beckon'''&lt;br /&gt;
** Can force enemies into melee range for engagement, or simply pull them out of cover into the open so your ranged attackers can destroy them.&lt;br /&gt;
** Can delay a particularly dangerous enemy, such as a [[doomsday rocket launcher]] user, from firing until a countermeasure can be deployed (e.g. melee closing, ranged move into position, your own weapon fires, a skipshield can be placed etc.) &lt;br /&gt;
** Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
** Can also be useful to pull a ranged enemy out of an [[ancient danger]] without using the more expensive skip psycast.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
** Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns while they vomit uncontrollably. &lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
** Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
** Skip long-ranged enemies into range.&lt;br /&gt;
** Keep enemy melee fighters away from allies.&lt;br /&gt;
** Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.&lt;br /&gt;
** Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
** Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
** Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
** Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
** Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
*** Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.&lt;br /&gt;
** Safely capture bleeding fleeing enemies by repeatedly skipping them away from the map's edge until they collapse from blood loss.&lt;br /&gt;
* '''Focus''' is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend [[Medical_Tend_Quality|quality]] and [[Medical_Tend_Speed|speed]] (but not [[Medical Surgery Success Chance|success chance]] or [[Medical Operation Speed|speed]] of a surgery, as the bonus from Sight for these caps at 100%).&lt;br /&gt;
* '''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
** Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
** Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight (note the 1.0s casting time, however).&lt;br /&gt;
** Blocking access to doors.&lt;br /&gt;
** Temporarily plug gaps made in animal pens during raider attacks (best used by positioning a rock wall adjacent to the gap, not directly in it, so that the pen is enclosed while still leaving the gap itself accessible for rebuilding).&lt;br /&gt;
** Protecting [[Unstable power cell]]s while in mech clusters from mortar fire, gunfire, and secondary explosions.&lt;br /&gt;
** Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worse than Waterskip in that regard.&lt;br /&gt;
** Walling in vulnerable pawns far from the base (requires two)&lt;br /&gt;
* '''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
** Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
** Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
** Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.  Note that once animals have begun fighting each other, they will continue fighting until one of the two is downed or dies, even after Berserk has expired.  Damage incurred from each other also will not cause them to go manhunter.&lt;br /&gt;
** Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
* '''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
** It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
*** Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
** Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
** Cast on snipers to aggro sieges or mech clusters.&lt;br /&gt;
** Cast on wielders of [[Doomsday rocket launcher|doomsday rocket launchers]] and the like to give them time to fire.&lt;br /&gt;
* '''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
** It causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump (or are willing to risk heat overflow).&lt;br /&gt;
** Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
** Works through walls! The target cell must be within line-of-sight (but can be cast on the wall itself), but the effect also applies to targets in range on the other side of the wall.  This can be used to great effect by funneling enemies into a U-shaped pathway around another (unconnected or blocked-by-door) hallway with your caster in it.  Berserk Pulse can be targeted at the end of the hallway your pawn is in and hit 13 cells in the U-shaped hallway surrounding it.  Since enemies do not have collision with each other until they enter combat, this can potentially catch a very large number of hostiles in the area.  Best use is alternating sandbags or stone chunks in that section of the U-shaped hallway to slow down the invading army specifically at that point, causing them to bunch up even more.&lt;br /&gt;
* '''Mass Chaos Skip''' skips all units in the area randomly, friend or foe, as well as briefly stunning them on arrival at their new location.&lt;br /&gt;
** Skip multiple enemies out of cover at once, exposing them to gunfire. &lt;br /&gt;
** Only skips things to a location within line of sight of their starting position.  However, it does not require line of sight from the caster to a pawn to initiate the skip (ie. it'll skip a pawn that's on the other side of a wall, but they'll still be on the other side of that wall afterwards).&lt;br /&gt;
** Note that &amp;quot;line of sight&amp;quot; operates based on actual sight mechanics (ie. the ability to see an area for the purposes of shooting it, using psycasts, etc), _not_ being able to path to it.  Buildings that do not permit pathing but do permit being shot over/through will not block Chaos Skip.&lt;br /&gt;
** Be careful: you may accidentally skip the enemies behind or even right next to your pawns.  The brief stun when the target arrives at the new location can permit time to react, however.&lt;br /&gt;
* '''Manhunter Pulse''' causes all animals in a large targeted area to become manhunter. &lt;br /&gt;
** Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.&lt;br /&gt;
** If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.&lt;br /&gt;
* '''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly&lt;br /&gt;
** Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals.&lt;br /&gt;
** Note that there is a substantial delay (60-180 seconds, at random on each cast) before the first strike, after which the ability lasts a fixed duration (164s).&lt;br /&gt;
*'''Neuroquake''' is a hail-mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns, including animals, to the 5 tile radius around the caster, and lock all doors. Reducing psychic sensitivity to reduce coma time no longer is an option in 1.3, as the neuroquake coma no longer scales with a pawns psychic sensitivity.  1.3 also reduced the range from the entire map to a 60-tile radius around the caster.&lt;br /&gt;
* '''Word of Serenity''' will not prevent a [[Traits#Tortured artist|Tortured Artist]] pawn from gaining an [[inspiration]] when used to end a [[mental break]], allowing relatively risk-free [[Quality|Legendary]] farming. It can also end [[Social#Social_Fights|social fights]] early by casting it on either combatant, at a cost of 30 psyfocus.&lt;br /&gt;
* '''Word of Inspiration''' can be used to great effect when combined with a [[persona weapon]] with the [[Persona weapon#Kill-focused|Kill-focused trait]].&lt;br /&gt;
** Since this trait counts it as a &amp;quot;kill&amp;quot; when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as geese, chickens, and ducks (which lay an egg every 1.6, 2.0, and 3.5 days, respectively) can be turned directly into inspirations by hatching the eggs, then slaughtering the chicks, at a ratio of 4 animal slaughters per inspiration.&lt;br /&gt;
** This means that that, after a warm-up period while the first eggs incubate, each female goose (provided they have a male to fertilize the eggs) is worth 0.15625 inspirations per day.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - Burden range 25-&amp;gt;30. Stun entropy cost 10-&amp;gt;12. Stun range 25-&amp;gt;20.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Major Rebalance to several psycasts.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Desired psyfocus level now configurable  and pawns will meditate enough to maintain it without needing scheduling. Reduce psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain increased. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby. Added visual effect for wallraise rocks expiring. Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Farskip now affects colony animals if not on the home map. Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Neuroquake rebalance:  Neuroquake lists duration in the casting warning. Coma duration increased from 3 days -&amp;gt; 5 and no longer scales with psychic sensitivity. The negative moodlet to friendly bystanders applies whether they are conscious or not and is increased from -10 to -12. Casting warmup decreased from 125s -&amp;gt; 12s. Berserk radius decreased from entire map -&amp;gt; 60 tiles.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Farskip with [[Relic]]{{IdeologyIcon}} gives debuff from losing the relic.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Word of serenity now works on catatonic breakdown.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Skip, chaos skip, and mass chaos skip now have a maximum body size.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Tribal [[children]] {{BiotechIcon}} who grow up in a colony don't get the 'natural' meditation focus type. Fix: Farskipping a pawn into a range of an expired proximity sensor will trigger it again.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Typo &amp;quot;capactities&amp;quot; in Focus hediff.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Typo in chunk skip description - &amp;quot;''Skip the 5 chunks [...]''&amp;quot; -&amp;gt; &amp;quot;''Skip the closest 5 chunks [...]''&amp;quot;. Fix: Solar Pinhole cannot be created over non-edifice buildings.&lt;br /&gt;
* Between [[Version/1.2.3005|1.2.3005]] and [[Version/1.4.3641|1.4.3641]] - Psylink description changed from ''&amp;quot;An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with psychically-connected lifeforms. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&amp;quot;'' -&amp;gt; ''&amp;quot;An organic connection to a larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary anima tree. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=142302</id>
		<title>Mental inspiration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=142302"/>
		<updated>2024-02-27T01:46:13Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Legacy inspirations */ typo in link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup. Effects are written in descriptive language, but needs mechanical specifics. Needs an analysis section}}&lt;br /&gt;
[[File:IconsColonistBarInspired.png|thumb|right|Icon for inspired colonists.]]&lt;br /&gt;
[[File:Colonist icon with inspiration.png|thumb|right|An inspired colonist in the colonist bar.]]&lt;br /&gt;
Colonists with a high [[mood]] can randomly have '''mental inspirations''', giving a stat boost for some time or a special one time benefit. Unlike [[mental break]]s, you retain full control of the mentally inspired colonist.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Colonists have a chance dependent on their mood to have a random mental inspiration. There are 8 different types of inspirations that can strike, chosen at random from all the options for which the affected colonist meets the requirements. Colonists can only have one inspiration at a time. Having an inspiration prevents any others until the current inspiration ends. &lt;br /&gt;
&lt;br /&gt;
The mean number of days between inspirations is dependent on the current mood of the colonist, and is controlled by the following equation: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Inspiration MTB = If'''{Current Mood ≥ 50'''} Then {'''410 - (400 × (Current Mood/100)'''} Else {'''0'''}'''&lt;br /&gt;
|}&lt;br /&gt;
Where '''Current Mood''' is the mood of the colonist in question, expressed as real number between 0 and 100, inclusive.&lt;br /&gt;
&lt;br /&gt;
Therefore, inspirations cannot occur unless a colonist's mood is above 49%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mood !! MTB Inspirations !! Graph&lt;br /&gt;
|-&lt;br /&gt;
|  50% || 210 Days || rowspan =6; | {{GraphChart|width=400|height=100|type=line|xAxisTitle = Mood|yAxisTitle = MTB Inspiration (Days)|x=50,100|y=210,10}}&lt;br /&gt;
|-&lt;br /&gt;
|  60% || 170 Days&lt;br /&gt;
|-&lt;br /&gt;
|  70% || 130 Days&lt;br /&gt;
|-&lt;br /&gt;
|  80% ||  90 Days&lt;br /&gt;
|-&lt;br /&gt;
|  90% ||  50 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% ||  10 Days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This can be a huge bonus to a colony, so if you find some of your colonists' moods are running pretty high, that might be a good time to rigorously enforce ''more'' recreation for them, to push them over the edge into inspiration.&lt;br /&gt;
&lt;br /&gt;
Some [[traits]] prevent certain types of inspirations. Additionally, the pawns with the [[Tortured artist]] trait have a 50% to gain an [[#Inspired Creativity|Inspired Creativity]] inspiration after a [[mental break]] ends, with a possible exception of &amp;quot;Run Wild&amp;quot; mental breaks.{{Check Tag|Verify}} These pawns can be manipulated to create [[Quality]] work of all types by intentionally giving them a generally poor environment such as through  awful accommodations, poor food, no access to recreation, and/or any other stressors.&lt;br /&gt;
&lt;br /&gt;
The [[Psycasts#Word of inspiration|Word of Inspiration]] psycast {{RoyaltyIcon}} gives the target an inspiration. This inspiration is selected randomly by the same rules as any other natural inspiration.&lt;br /&gt;
&lt;br /&gt;
If an inspiration is available(see below), it gets a probability weight based on corresponding skill passion level: 1 for none or no corresponding skill, 2.5 for minor and 5 for major passion. Inspired creativity weight only based on artistic skill.&lt;br /&gt;
&lt;br /&gt;
== Inspirations ==&lt;br /&gt;
=== Go frenzy ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will move faster for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 day &lt;br /&gt;
* '''Minimum skill:''' None&lt;br /&gt;
* '''Incompatible Trait:''' [[Slowpoke]]&lt;br /&gt;
&lt;br /&gt;
A colonist's great mood lifts them up and makes them [[move speed|move]] 1.4x as fast, as long as they feel inspired.&lt;br /&gt;
&lt;br /&gt;
=== Inspired creativity ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; The next item, art, or furniture [PAWN_pronoun] creates will be two quality levels higher than it would otherwise be. This even allows the creation of legendary items. The inspiration will end after 8 days, or when the creation is completed.}}&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Artistic|Artistic]] 3 / [[Skills#Crafting|Crafting]] 3 / [[Skills#Construction|Construction]] 3&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonist insight on how to make a quality item. After it is completed, that item will be [[Quality#Quality with Inspired Creativity|2 Quality levels higher]] than it would otherwise be, allowing for the creation of legendary items. The inspiration is only good for the next single object created, after which the inspiration ends.&lt;br /&gt;
&lt;br /&gt;
=== Inspired recruitment ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will successfully recruit the next prisoner regardless of difficulty or resistance. The inspiration will end after 8 days, or when the prisoner is recruited.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Social|Social]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist gains insight on how to recruit prisoners into the colony. They will successfully recruit (or [[Slavery#Ideology|enslave]]) the next prisoner they attempt to recruit, regardless of difficulty or remaining resistance.&lt;br /&gt;
&lt;br /&gt;
To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a prisoner is recruited.&lt;br /&gt;
&lt;br /&gt;
=== Inspired surgery ===&lt;br /&gt;
{{Quote|The next time &amp;lt;NAME&amp;gt; performs a surgery, [PAWN_possessive] chance of success will be doubled. A small minimum chance of failure still applies. The inspiration will end after 8 days, or when the surgery is performed.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Medical|Medical]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist becomes more concentrated in surgeries after being inspired, and as a result, the success chance for the next surgery they perform will be doubled. '''Note''' however that the 98% success rate maximum still applies i.e. there will always be a 2% chance of failure. Thus high skill doctors operating in high quality hospitals can receive no benefit from this inspiration but it can make a great difference for those with lower Medicine skill who are not good surgeons yet, or operations such as [[carcinoma]] removal that have a lower chance of success.{{Check Tag|Fact Check|Carcinomas have high chances of bad outcomes but is it directly affecting the same stat?}}&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a surgery is performed, even if the surgery fails.&lt;br /&gt;
&lt;br /&gt;
=== Inspired taming ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will successfully tame the next animal regardless of difficulty. The inspiration will end after 8 days, or when an animal was tamed.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Animals|Animals]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to tame an animal. They will successfully tame the next animal regardless of difficulty. They will not be able to tame any animal that they do not have the requisite skill level to tame however.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends when an animal is tamed.&lt;br /&gt;
&lt;br /&gt;
Even if no new tamed animals are required, this inspiration can be used to tame and then slaughter large animals, avoiding the penalties to [[meat amount]] for missing body parts and not carefully slaughtering. This results in at least 50% more meat compared to hunting.&lt;br /&gt;
&lt;br /&gt;
=== Inspired trade ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will get a significant trade price bonus when closing [PAWN_possessive] next trade deal. The inspiration will expire after 8 days, or when the deal is done.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Social|Social]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to obtain a great deal. They will get a great 18% boost in [[Trade Price Improvement|trade prices]], essentially meaning 12 more levels of [[Skills#Social|Social skill]].&lt;br /&gt;
&lt;br /&gt;
After one successful trade deal, the inspiration ends.&lt;br /&gt;
&lt;br /&gt;
=== Shoot frenzy ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will shoot more accurately for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' None &lt;br /&gt;
* '''Incompatible Trait:''' [[Brawler]], non-violent&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to shoot more accurately and will shoot as if they have +8 additional levels in the [[Shooting]] skill.&lt;br /&gt;
&lt;br /&gt;
This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter.&lt;br /&gt;
&lt;br /&gt;
=== Work frenzy ===&lt;br /&gt;
{{Stub|section=1|reason=Does this multiplication occur before or after the effect of traits such as Industrious?}}&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will work faster for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 day &lt;br /&gt;
* '''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
A colonist suddenly becomes significantly more productive and will have their [[Global Work Speed]] multiplied by 1.8x for the duration of the inspiration. Global Work Speed is applied as a multiplier to the following stats:&lt;br /&gt;
{{#ask: [[Global Work Speed Factor::true]]&lt;br /&gt;
| format = ul&lt;br /&gt;
| limit  = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Legacy inspirations ==&lt;br /&gt;
&lt;br /&gt;
These no longer exist in the current version of the game.&lt;br /&gt;
&lt;br /&gt;
=== Inspired art ===&lt;br /&gt;
* '''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
: '''Minimum skill:''' Artistic 6&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed, that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art. Replaced by [[Mental inspiration#Inspired creativity|Inspired Creativity]] in Beta 19.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added with the following inspirations: Work frenzy, Go frenzy, Shoot frenzy, Inspired trade, Inspired recruitment, Inspired surgery, Inspired art. At the time, incapacitation would end the inspiration.&lt;br /&gt;
* Beta 19/ 1.0 - Inspired colonists now get a special icon in the colonist bar&lt;br /&gt;
* 1.1 - &amp;quot;Inspired taming&amp;quot; inspiration added.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Empire&amp;diff=141885</id>
		<title>Empire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Empire&amp;diff=141885"/>
		<updated>2024-02-09T02:07:52Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Royal Tribute Collector */ change main-article link so the redirect can point here and all the info is linked together&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
&lt;br /&gt;
[[File:Empire_map_marker.png |400px|thumb|right|Faction icon of the Empire]]&lt;br /&gt;
The '''Empire''' is an [[Lore#Tech_levels|ultra tech level]] [[faction]] added by the [[Royalty DLC]], with a variety of unique mechanics.&lt;br /&gt;
&lt;br /&gt;
They can have a randomized name with a Greek theme, though the description will contain &amp;quot;Empire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can choose to join the Empire promoting your pawns with Nobility ranks and being rewarded with things such as the powerful [[Psycasts]], [[Monosword]]s, or [[Cataphract armor]]; Alternatively you can fight them and loot the same things. &lt;br /&gt;
&lt;br /&gt;
Empire caravans, trade ships and settlements can only be traded with by a pawn that holds the [[title]] of knight/dame or higher. This pawn must be the one to initiate the trade and must be present in any caravan parties.&lt;br /&gt;
== Lore ==&lt;br /&gt;
{{Rewrite|section=1|reason=Referencing, see [[Lore]] for example}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Quote|An ultratech refugee society from the planet Sophiamunda. Their culture is based on a code of honor, a strict class system, and enforced social stasis. These are the survivors of a great calamity that tore apart Sophian society. They fled to the rimworld using the remnants of their fleet. Despite losing so much, their ships and technology still make them powerful. They will refuse to trade with anyone who lacks the appropriate royal title.|In-game faction description}}&lt;br /&gt;
&lt;br /&gt;
The Empire are the remnants of a technologically advanced interstellar empire, or of one section of it, originating from the planet Sophiamunda that have fled from a great calamity. They are organized in a feudal hierarchy nominally headed by a far-off Emperor, however, due to the lack of faster-than-light travel, much of true day to day power is held by the Stellarchs who have dominion over their entire star system. &lt;br /&gt;
&lt;br /&gt;
Various facts about the Empire can be gleaned from Imperial [[Backstories]], namely:&lt;br /&gt;
* The noble households are served by the common folk in a variety of roles from domestic to military, despite the technology available to the Empire before its fall.&lt;br /&gt;
* An Imperial Church exists, monotheistic organization with both Inquisitors in the church's anti-heresy school, and psychics in the church's psychic school. The church also provided Chaplains for the military, non-combatants that provided for the medical and spiritual needs of the soldiery.&lt;br /&gt;
* Grand, ancient starships acted as powerbases for noble families along side more traditional planetary holdings. Nobles and commoners alike would be born and raised on these ships. &lt;br /&gt;
* Wars of succession, as well as smaller scale conflicts over inheritance, were not unheard of. Some families implemented contingencies to guard against this. &lt;br /&gt;
* They fielded a developed military and, unlike most Glitterworlds, it saw combat, possibly routinely but definitely within the last generation. This combat included both planetary combat, involving infantry and aircraft, and space-borne ship-to-ship combat.&lt;br /&gt;
* Noble titles are primarily hereditary, and at least some families practiced primogeniture. Those that did apparently practiced absolute, rather than male-preference, primogeniture.&lt;br /&gt;
&lt;br /&gt;
Note that while the update to version [[Version/1.3.3066|1.3.3066]] removed the reference in the faction description to a &amp;quot;multi-planet empire&amp;quot;, the [[Title]] descriptions of make reference to multiple Consuls each in charge of their own planet, and multiple Stellarchs each in charge of their own star system. Thus, the Empire is, or was, canonically multiplanetary and interstellar.&lt;br /&gt;
&lt;br /&gt;
===Nature of the calamity===&lt;br /&gt;
{{Quote|An ultratech refugee society from another planet, organized along feudal lines. They lived for thousands of years in a stable multi-planet empire with a strict caste system, an intricate code of warrior ethics, and enforced cultural stasis. Invaded by powerful outsiders, they fled. Despite losing almost all of their people, their fleet and technology still make them powerful. They will refuse to trade with anyone who lacks the appropriate royal title.| In-game faction description prior to [[Version/1.3.3066|1.3.3066]]}}&lt;br /&gt;
The calamity that forced the Empire from their territory and to the rimworld where the game takes place was originally explicitly invasion by a powerful, unknown enemy. This was confirmed by both the in-game description and contemporary statements by RimWorld developer, Tynan Sylvester. With the changes to the faction description in 1.3 to references to a nonspecific &amp;quot;calamity&amp;quot;, it is unclear whether this invasion is still canon. &lt;br /&gt;
&lt;br /&gt;
With the addition of the places system used in the random lore generation of [[Ideoligion]]s,{{IdeologyIcon}} cultures with Sophian backgrounds will have lore that references rebels lead by a &amp;quot;Revolutionist&amp;quot; and bio-engineered plagues deployed on the planet. It is possible that this is the enemy and/or calamity that destroyed Sophian society, though rebels would not constitute an &amp;quot;unknown enemy&amp;quot;, if such an enemy is still canon.&lt;br /&gt;
&lt;br /&gt;
{{Quote|What arrives at the rimworld is a fragment of a destroyed Empire which was mostly annihilated by some unknown enemy. It's a small refugee fleet with tiny numbers of people but very strong technology and an honor-and-tradition based culture. They're led by a stellarch, the highest-ranking person in their faction. The Emperor never shows up in the game.|Tynan Sylvester|source=&amp;quot;[https://www.reddit.com/r/RimWorld/comments/f8odd8/rimworld_royalty_launch_trailer/fin0q8h?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3 RimWorld - Royalty Launch Trailer]&amp;quot; on Feb 25 2020, ''reddit.com/r/RimWorld''}}&lt;br /&gt;
&lt;br /&gt;
===Inspiration===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* ''&amp;quot;I'm getting Eastern Roman vibes&amp;quot; ''&lt;br /&gt;
''Look at how the Imperial characters are named '' -  [https://ludeon.com/forums/index.php?topic=50462.msg471177#msg471177 Tynan Sylvester - RimWorld Developer].&lt;br /&gt;
|}&lt;br /&gt;
The Empire appears to be roughly based on the Byzantine Empire - a fracturing, once-mighty empire driven from their previous homeland. This inspiration carries over to the use of Greek-inspired names for imperial pawns, similar Greek and Latin inspiration for their settlements, and their use of term Cataphracts for their [[Cataphract armor|heavily armored]] elite forces. Janissaries, conversely, are Ottoman in origin. The Ottomans were, in part, a successor to the Eastern Roman Empire. This is partially confirmed by the above quote from Tynan.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Names===&lt;br /&gt;
The name of the Empire varies from game to game, but follows one of several patterns:&lt;br /&gt;
*''[Empire]'' of ''[ofThing]''&lt;br /&gt;
*The ''[Empire]'' of ''[ofThing]''&lt;br /&gt;
*The Exodus ''[Empire]''&lt;br /&gt;
*The Refugee ''[Empire]''&lt;br /&gt;
*The Broken ''[Empire]''&lt;br /&gt;
*The Shattered ''[Empire]''&lt;br /&gt;
*The Fallen ''[Empire]''&lt;br /&gt;
*The ''[Color] [Empire]''&lt;br /&gt;
&lt;br /&gt;
Where ''[Color]'', ''[Empire]'' and ''[ofThing]'' are replaced by one of the following:&lt;br /&gt;
{| {{STDT| c_02 text-center}}&lt;br /&gt;
! Part&lt;br /&gt;
! Word !! !! !! !! !! !! !! &lt;br /&gt;
|- &lt;br /&gt;
! [Empire] &lt;br /&gt;
| Empire&lt;br /&gt;
| Commonwealth&lt;br /&gt;
| Imperium&lt;br /&gt;
| Dominion&lt;br /&gt;
| Sovereignty&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! [ofThing]&lt;br /&gt;
| ''[Constructed Word]''&lt;br /&gt;
| the Sun&lt;br /&gt;
| the Moon&lt;br /&gt;
| the Universe&lt;br /&gt;
| God&lt;br /&gt;
| Perfection&lt;br /&gt;
| Eternity&lt;br /&gt;
| the Spirit&lt;br /&gt;
|-&lt;br /&gt;
! [Color]&lt;br /&gt;
| Red&lt;br /&gt;
| Blue&lt;br /&gt;
| Green&lt;br /&gt;
| Purple&lt;br /&gt;
| Black&lt;br /&gt;
| White&lt;br /&gt;
| Gray&lt;br /&gt;
| Orange&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
* The Imperium of the Sun&lt;br /&gt;
* The Green Commonwealth&lt;br /&gt;
* The Exodus Sovereignty&lt;br /&gt;
&lt;br /&gt;
== Pawns == &lt;br /&gt;
{{main|Empire/Pawns}}&lt;br /&gt;
Empire pawns always have [[backstories]] from the &amp;quot;Imperial Common&amp;quot;, &amp;quot;Imperial Fighter&amp;quot;, or &amp;quot;Imperial Royal&amp;quot; categories. While &amp;quot;Imperial Common&amp;quot; is nominally the default, Imperial Citizens can spawn with backstories from either the &amp;quot;Imperial Common&amp;quot; or &amp;quot;Imperial Fighter&amp;quot; categories, Troopers, Janissaries, Champions, Cataphracts, Stellic Wardens and Stellic Defenders spawn with the &amp;quot;Imperial Fighter&amp;quot; category exclusively, while Bestowers and Nobles, including the Noble &amp;quot;Wimp&amp;quot;, always have backstories from the &amp;quot;Imperial Royal&amp;quot; category.&lt;br /&gt;
{{:Empire/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Xenotypes === &lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
The table below describes the chance for a given pawn from this faction being one of the [[xenotypes]] added by the [[Biotech DLC]]. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.&lt;br /&gt;
{{Faction Xenotype Table|Empire}}&lt;br /&gt;
&lt;br /&gt;
== Faction bases ==&lt;br /&gt;
Despite being ostensibly space based, the Empire maintains settlements on the surface of the planet, presumably as outposts. Trading with these outposts requires a [[title]] of Knight/Dame or above. &lt;br /&gt;
&lt;br /&gt;
If attacked, these bases always/usually have:&lt;br /&gt;
* A barracks with [[bed]]s.&lt;br /&gt;
* A [[floor]]ed shuttle landing zone defined by four [[ship landing beacon]]s with a [[shuttle]] waiting on it - the shuttle will fly away soon after the player's pawns enter the map, but the shuttle can be destroyed if action is taken fast enough.  &lt;br /&gt;
* A throne room with [[Fine stone tile|fine]] [[Fine carpet|flooring]], a [[meditation throne]] and potentially other accoutrements such as [[drape]]s and [[brazier]]s.&lt;br /&gt;
&lt;br /&gt;
The base is usually defended by a force approximating the following:&lt;br /&gt;
* 5x Troopers&lt;br /&gt;
* 3x-4x Janissaries&lt;br /&gt;
* 2x Cataphracts&lt;br /&gt;
* 4x Champions&lt;br /&gt;
&lt;br /&gt;
== Royal Tribute Collector ==&lt;br /&gt;
{{Main|Honor}}&lt;br /&gt;
If you are not hostile to the Empire, Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Stellic Wardens and Defenders now spawn with prestige cataphract armor and helmets, instead of regular cataphract armor and helmets.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Empire soldiers now have more distinctive haircuts. Empire is no longer enemy with civil NPC factions or neutral Ancients. Warning added if players call Empire military aid when there are enemies on the map that the aid won't fight. All Empire pawns have at least the title of Freeholder. Bestowers and Bestowal Ceremony added to [[Titles]] mechanics. Empire faction bases will have a throne room and shuttle pad, often with a shuttle on it about to take off. &lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Bestower is no longer required to have archotech eyes.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Adjusted royal apparel colors. Empire pawns spawn with apparel materials that scale to their social rank. [[#Grenadier|Grenadiers]] added for Empire Breach Raids. Patch notes list that grenadiers with no longer spawn wearing grenadier armor, however this is somewhat incorrect. See the [[Grenadier armor#Trivia|Grenadier armor]] page for details.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - No longer [[Ideoligion|proselytizers]]{{IdeologyIcon}}, making it less annoying to host them.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Imperial champions can now use spears and longswords.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Titles]]&lt;br /&gt;
&lt;br /&gt;
{{nav|factions|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Royal_tribute_collector&amp;diff=141884</id>
		<title>Royal tribute collector</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Royal_tribute_collector&amp;diff=141884"/>
		<updated>2024-02-09T02:08:25Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: change redirect to link all info together&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Empire#Royal Tribute Collector]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=141883</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=141883"/>
		<updated>2024-02-09T02:09:37Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Honor */ link all Royal Tribute Collector info together (two other edits must be approved first)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Restore lost content from major rewrite ([https://rimworldwiki.com/index.php?title=Titles&amp;amp;oldid=110606 see old])}}&lt;br /&gt;
'''Titles''' are a mechanic introduced in the [[Royalty]] DLC, representing power and prestige from the [[Empire]]. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Summary == &lt;br /&gt;
Titles are obtained by spending '''Honor''', the currency of the Royalty system. Honor is offered as a [[quest]] reward, or can be purchased from Royal Tribute Collector caravans in exchange for either [[gold]] or [[prisoners]]. &lt;br /&gt;
&lt;br /&gt;
Titles come with demands. From the title of Acolyte onwards, the title holder will start to demand certain apparel, a proper throne room, and more prestigious bedrooms. There are also limits on [[recreation]]. Empire guests and colonists with certain [[traits]] will be ''conceited'' and have more demands. In exchange, the empire will grant increasing levels of [[Psycasts|Psylink]], and give you access to [[#Permits|Permits]].&lt;br /&gt;
&lt;br /&gt;
Titles are retained if you become [[goodwill|hostile]] to the [[empire|empire faction]], though using permits is disabled until relations are restored. Titles can be renounced at the pawn's Bio screen.&lt;br /&gt;
&lt;br /&gt;
'''Special Traits:'''&lt;br /&gt;
*[[Ascetic]]s do not have royal demands, overriding the clothing and bedroom needs entirely. They'll need a throne in an enclosed room, but do not care if throne requirements are unmet. However, their throne room's Impressiveness will affect their mood, positively or negatively. Note that Ascetics will need to meet throne requirements to get their title, and that the [[Psycasts#Dignified|meditation effectiveness]] of the throne remains improved by meeting the title requirements.&lt;br /&gt;
*Pawns with the [[Nudist]] and [[Cannibal (Trait)|Cannibal]] traits prefer being nude or eating human meat over their title requirements.&lt;br /&gt;
*[[Slaves]]{{IdeologyIcon}} can be given Honor, and will rank up as usual, with the same clothing and room requirements. However, they are unable to use permits, and slavery overrides conceited pawns' inability to work. There is a bug where slaves in a [[caravan]] can use their permits.{{Check Tag|Check for 1.4}}&lt;br /&gt;
&lt;br /&gt;
=== Conceited pawns ===&lt;br /&gt;
{{Stub|section=1|reason=What happens when you disable Abrasive with the Kind gene on pawns who are only Conceited because of the Abrasive trait}}&lt;br /&gt;
Pawns that are guests from, or are recruited from, the [[Empire]] faction, and those with the [[Greedy]], [[Jealous]], or [[Abrasive]] traits, are Conceited and will have greater royal demands. They will refuse to do work of certain types, and will only eat certain types of food.{{Check Tag|Clarification needed|Will they ever eat low-class food by themselves (e.g. if nothing else AND/OR if starving)? Will they eat it if the player orders? Will they eat it if fed given it as a prisoner? Will they eat it if fed it as a patient?}} Conceited nobles that eat food not in their allowed list will receive {{Thought|desc=That meal was below my station. My title's formal requirements should always be respected.|label=Ate low-class food|value=-8|duration=1}}. Note that [[hemogen pack]]s{{BiotechIcon}} count as food for this purpose, even when being consumed for [[hemogen]]{{BiotechIcon}} and not [[saturation]].&lt;br /&gt;
&lt;br /&gt;
Barons or Counts (and higher) will replace their regular [[Mood#Expectation moodlets|expectation moodlets]] with a {{--|6}} and {{--|12}} penalty, respectively.&lt;br /&gt;
&lt;br /&gt;
The game will show a popup warning if you attempt to give a conceited pawn royal honor.&lt;br /&gt;
&lt;br /&gt;
===Honor===&lt;br /&gt;
Honor is a direct reward for empire [[quest]]s that gives access to the empire's titles. Selling gold,  prisoners, or  [[slave]]s{{IdeologyIcon}} to a [[royal tribute collector]] also gives Honor. The pawn that does the selling gets the honor.&lt;br /&gt;
[[Skills#Social|Social]] skill or other social factors do not affect honor gain, but the pawn has to be [[Incapable|capable]] of Social in order to initiate trade.&lt;br /&gt;
&lt;br /&gt;
*Selling [[prisoner]]s or slaves gives 3 honor per pawn. They must be able to walk while being sold, but no other qualities matter. This gives the regular penalties for selling humans.&lt;br /&gt;
**It is possible to use the [[Psycasts#Pain block|pain block]] psycast to temporarily make a pawn motile, then rescue the now-Empire pawn for a [[goodwill]] boost.&lt;br /&gt;
*[[Gold]] gives 0.015 point of Honor per gold item, rounded down. Therefore, the amount of gold per honor:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Spent !! Honor || Equiv. Market Value&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 67 &lt;br /&gt;
| 1 || {{#expr: {{Q|Gold|Market Value Base}}*67}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 134 &lt;br /&gt;
| 2 || {{#expr: {{Q|Gold|Market Value Base}}*134}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 200 &lt;br /&gt;
| 3 || {{#expr: {{Q|Gold|Market Value Base}}*200}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bestowing ceremony ==&lt;br /&gt;
{{see also|Quests#.3CPAWN_NAME.3E.27s_.3CNEW_TITLE.3E_Ceremony{{!}}Quests}}&lt;br /&gt;
The lowest title, Freeholder, is automatically 'purchased' as soon as a pawn earns his first point of Honor. Any further titles must be obtained through the bestowing ceremony.&lt;br /&gt;
&lt;br /&gt;
A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Bestower|bestower]], a ceremonial priest-like figure who arrives by [[shuttle]] with a retinue of guards. To accept the quest, the pawn to be bestowed must have a throne room that meets the requirements, even if they themselves do not care about it. There is no room requirement for Freeholder and Yeoman ranks. The bestowing ceremony will be performed in the throne room assigned to the pawn to be bestowed upon. If the throne room no longer meets requirements, or is unassigned from the pawn, then the quest will fail and the bestower will return home. If no such room is available, the bestower will instead attempt to find a [[party spot]] and failing that pick a social gathering spot.{{Check Tag|Confirm Social Spot|Party spot is right, needs more testing to verify whether they target social gathering spots}} The ceremony itself gives the psylink upgrade and title. The bestower carries 2 [[psylink neuroformer]]s; if you wish, you may [[down]], arrest, or kill the bestower to steal them. Bestowers will leave if they are exposed to dense{{Check Tag|Detail needed|Define: Dense}} [[tox gas]] or [[rot stink]].&lt;br /&gt;
&lt;br /&gt;
If the quest fails for any reason except promotion to a higher rank, it will reoccur after a period of time.{{Check Tag|How long}}&lt;br /&gt;
&lt;br /&gt;
If you receive enough honor to qualify for a higher title, then the lower title's bestowing ceremony will be skipped entirely. Note that this can result in lost opportunities to gain honor from the skipped ceremonies, but you will still receive all of the missed psycasts that you would have gotten if you hadn't skipped the lower titles.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, up to a maximum of 3 honor at &amp;gt;90% quality. Quality is determined by participant count and room impressiveness. This is independent from the actual outcome.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Ritual Quality&lt;br /&gt;
!0%&lt;br /&gt;
!30%&lt;br /&gt;
!60%&lt;br /&gt;
!90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BestowingCeremony.jpg|A bestower granting the countess rank to a pawn.&lt;br /&gt;
BestowingCeremonyDeparture.jpg|Bestower and guards leaving on shuttle after granting a title.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inheritance ===&lt;br /&gt;
Titles from Acolyte onwards are able to be inherited. Heirs are automatically assigned, with additional weight towards spouses. They can be changed from a [[comms console]]; in order for heirs to actually change, you must complete a monument [[quest]]. Failure to complete the quest in time gives a [[goodwill]] penalty and causes no change.&lt;br /&gt;
&lt;br /&gt;
When a noble dies, the heir will automatically gain the Freeholder title, if they didn't already have honor. They must begin a bestowing ceremony to obtain their proper rank. Should the noble be [[Resurrector mech serum|resurrected]], the title is lost, even if the bestowing ceremony hasn't begun yet.&lt;br /&gt;
&lt;br /&gt;
==Titles==&lt;br /&gt;
For a full list of titles and their requirements, see [[#Table of Requirements]].&lt;br /&gt;
&lt;br /&gt;
*'''Freeholder (1 honor):''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.&lt;br /&gt;
*'''Yeoman (7 honor):''' The Imperial title of yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title, it does give the holder the right to use low-level psychic abilities. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as yeomen, seeking success outside the strictures of nobility.&lt;br /&gt;
*'''Acolyte (13 honor):''' The title of acolyte is the first title of noble duty, an encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their lord as an advisor. Their low rank within the nobility makes them paradoxically less useful as diplomats than yeomen. Sending a low-ranked acolyte to a negotiation can itself be seen as an insult, whereas a non-noble yeoman negotiator is seen only as the mouthpiece of his lord.&lt;br /&gt;
*'''Knight/Dame (21 honor):''' The title of knight is held by nobles who have largely passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected managers, advisors, or warriors. Most knights have some wealth, but a few remain quite poor while others may be very rich. In peacetime, a knight may manage a factory complex, commercial district, or small farming region. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.&lt;br /&gt;
*'''Praetor (31 honor):''' The title of praetor is a bridge between the service-oriented lower titles below and the power-holding nobility above. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest combat units that fight independently - terrestrial troop cohorts, or space-borne destroyers or combat groups.&lt;br /&gt;
*'''Baron/Baroness (45 honor):''' The title of baron is the lowest of the middle nobility. While lower titles focus on personal service at war or commerce under a lord, barons hold title as semi-independent rulers. Each baron is subordinate to his liege lord, but his obligations are mostly in supplying wealth and troops, and not in personal service. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.&lt;br /&gt;
*'''Count/Countess (65 honor):''' The title of count is the middle rank of middle nobility. In peacetime, counts hold title to a city or colony, and might have a small personal fleet, possibly including capital ships.&lt;br /&gt;
&lt;br /&gt;
===Unobtainable===&lt;br /&gt;
&lt;br /&gt;
These titles cannot be obtained without the use of mods.&lt;br /&gt;
&lt;br /&gt;
*'''Duke/Duchess:''' The Imperial title of duke is the highest of the middle nobility. In the Empire, dukes control provinces, mega-cities, or moons. At war, a duke can field a division-level force, or a fleet with capital ships and dozens of support craft.&lt;br /&gt;
*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures. (Note: Consul is only obtainable if Stellarch is converted to your colony as a colonist.)&lt;br /&gt;
*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.&lt;br /&gt;
*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power. The emperor is never seen in the normal game.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
For a full list of requirements per title, see [[#Table of Requirements]].&lt;br /&gt;
&lt;br /&gt;
=== Thrones and Bedrooms ===&lt;br /&gt;
Titles of Acolyte and above require a throne room and separate bedrooms. Both rooms must be fully [[floor]]ed, and higher ranks will require all fine floors. Couples can share a bedroom, regardless of nobility. Any number of nobles can share a throne room, though they need individual thrones. A [[Circadian half-cycler]] does not negate the desire for a bedroom, though pawns won't sleep in it. &lt;br /&gt;
&lt;br /&gt;
As the titles increase in honor, so does the minimum requirement. Greater titles have an increasing minimum # of floor tiles, Impressiveness, and require specific furniture.&lt;br /&gt;
&lt;br /&gt;
For the purposes of the throne room requirement, they cannot have beds, workstations, ritual buildings from [[Ideology]]{{IdeologyIcon}}, or any building under the [[Biotech]] {{BiotechIcon}} tab. However, they can function as Impressive recreation and dining rooms, giving your entire colony a mood buff. The [[meditation throne]] itself also functions as a chair, but the [[grand meditation throne]] can only be used for meditation and [[television]] watching.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]] pawns do not have to meet bedroom requirements at all. They won't care if their throne doesn't meet requirements. However, they must have a suitable throne room to actually receive their title, and they will have reduced [[psyfocus]] from a throne if requirements aren't met.&lt;br /&gt;
&lt;br /&gt;
=== Clothing requirements ===&lt;br /&gt;
Nobles of a rank that desire clothing will experience a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-specific apparel''&amp;quot; [[thought]] to their mood if any of their requirements are not met. For ranks that require a specific [[quality]], a separate stacking a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-quality apparel''&amp;quot; thought is applied if the items worn are not of the required quality.&lt;br /&gt;
&lt;br /&gt;
Clothing requires that a noble is ''covered'' in suitable apparel, i.e. that all body parts have an associated apparel. For example, Counts (and below) can suffice with a [[cape]] and any suitable headgear, or the combination of headgear and [[formal shirt]], [[formal vest]] / [[corset]], and [[prestige robe]].&lt;br /&gt;
&lt;br /&gt;
The [[Nudist]] trait{{Check Tag|Precept?|Do the nudist precepts override this requirement as well?}} overrides the clothing requirement, and Ascetic pawns ignore it.&lt;br /&gt;
&lt;br /&gt;
===Food requirements===&lt;br /&gt;
Conceited nobles will refuse to eat certain foods, with fewer items being acceptable as the ranks increase. In general, all conceited nobles can eat [[lavish meal]]s, [[milk]], and other delicacies like [[insect jelly]] and [[chocolate]]. Ranks lower than Baron can eat [[fine meal]]s normally. If a noble is starving, then they will eat the meal at a {{--|7}} mood penalty. Non-conceited nobles have no such restrictions.&lt;br /&gt;
&lt;br /&gt;
Conceited [[Cannibal (Trait)|Cannibal]] nobles can eat [[human meat]] without penalty, and gain the normal positive moodlets from doing so. However, they still refuse to eat improper meals that include human meat, and when eating said meals, they will ''not'' get the benefit from the Cannibal trait. [[Sanguophages]] {{BiotechIcon}} and other Hemogenic nobles can bloodfeed, but can't consume [[hemogen pack]]s.&lt;br /&gt;
&lt;br /&gt;
===Work restrictions===&lt;br /&gt;
Conceited nobles will refuse to do certain work types; the restriction increases with each title. Conceited pawns up to Count will continue to do Doctor, Warden, Art, and Research work, but higher ranks can't do anything outside of combat. Non-conceited nobles have no such restrictions, as are nobles who are [[slaves|enslaved]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Psylink===&lt;br /&gt;
{{Main|Psycasts}}&lt;br /&gt;
Every title, from Yeoman onward, grant an increase of 1 [[Psycasts#Psylink|Psylink]] level. If a pawn already matches their title's respective level (from [[psylink neuroformer]]s or [[anima tree]] linking), then no new levels will be given.&lt;br /&gt;
&lt;br /&gt;
The bestower will implant a [[psylink neuroformer]] during the noble's bestowing ceremony, but they come with two. It is possible to arrest the bestower for an extra level, but this makes the empire faction hostile to you. If they are [[downed]] for other reasons (like [[heatstroke]]), you will still lose [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Nobles that have reached Acolyte or higher will gain access to '''Permits'''. One permit is awarded for every title from Acolyte onwards, for a maximum of five permits for Counts/Countesses. Higher titles will give access to stronger permits. These can include item drops, immediate support, or even direct bombardments. Permits have a cooldown; if used during it, there is an Honor cost. A pawn can't demote themselves to use a permit again.&lt;br /&gt;
&lt;br /&gt;
Once picked, permits stay with your pawn, and can't be freely changed. You can return all permits and re-assign them again; this costs 8 honor ''and'' the costs of any permit currenlty in cooldown. New permits won't have a cooldown, as the cost has been paid.&lt;br /&gt;
&lt;br /&gt;
You can't use permits if the [[empire]] faction is hostile from you. [[Slave|Enslaved]]{{IdeologyIcon}} nobles and guests from the [[Empire]] are also unable to use permits. If an NPC noble is captured, they will come with randomly assigned permits.&lt;br /&gt;
&lt;br /&gt;
Permits are lost when titles are, such as upon revocation and death, inheritance, and resurrection.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permit Name !! Prerequisite !! Cooldown&amp;lt;br&amp;gt;(Days) !! Honor Cost&amp;lt;Br&amp;gt;&amp;lt;small&amp;gt;(to ignore cooldown)&amp;lt;/small&amp;gt; !! Description !! data-sort-type=number | Equiv. Value&lt;br /&gt;
|- id=&amp;quot;Call transport shuttle&amp;quot;&lt;br /&gt;
|'''Call transport shuttle''' || data-sort-value=3|Knight/Dame || 40  || 8 || Call a one-way [[shuttle]] for your own use, which will transport colonists, items, and animals up to 70 tiles away.&amp;lt;br&amp;gt;The shuttle can hold a total of 1000kg on a loaded map, but as of 1.2.2900 it ignored this weight limit for [[caravan]]s. || ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer team&amp;quot;&lt;br /&gt;
|'''Call laborer team''' || data-sort-value=2|Acolyte ||  60  || 4 || Call a group of 4 [[Empire#Laborer|laborers]] to assist you for 4 days. They are fully controllable, and their equipment can be changed freely. They are always incapable of violence, animals work, social and research; sometimes other tasks are restricted by backstories. Each laborer death nominally causes a loss of 12 goodwill but this is not actually applied as of 1.4.3704. When downed or killed, laborers deduct [[Raid_points#Adaption_factor|adaptation days]] as if they were full colonists. Useful for menial labor, but also no worse in combat than any other violence-incapable meat shield, with the added advantages of being perfectly expendable and occasionally having [[Empire#Xenotypes|robust or pain-resistant xenotypes]]. || ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer gang&amp;quot;&lt;br /&gt;
|'''Call laborer gang''' || data-sort-value=6|Count&amp;lt;br&amp;gt;[[#Call laborer team|Laborer Team]]|| 60 || 8 || As ''Call laborer team'', but twice the headcount.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call aerodrone strike&amp;quot;&lt;br /&gt;
|'''Call aerodrone strike''' || data-sort-value=3|Knight/Dame || 45 || 6 || Call a single-impact aerodrone strike at a target position. 45 tile range, 3 tile miss radius, 8 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. || {{icon Small|silver||{{Q|Doomsday rocket launcher|Market Value Base}}}}{{ref label|Equiv|*}}&lt;br /&gt;
|- id=&amp;quot;Call aerodrone salvo&amp;quot;&lt;br /&gt;
|'''Call aerodrone salvo''' ||  data-sort-value=4|Praetor &amp;lt;br&amp;gt; [[#Call aerodrone strike|Aerodrone Strike]]|| 60 || 8 || Call an extended salvo of aerodrone strikes around a target position. 45 tile range, 8 tile miss radius, 6 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. 6 rounds with {{ticks|60}} between them. || {{icon Small|silver||{{Q|Orbital bombardment targeter|Market Value Base}}}}{{ref label|Equiv2|*}}&lt;br /&gt;
|- id=&amp;quot;Call trooper squad&amp;quot;&lt;br /&gt;
|'''Call trooper squad''' || data-sort-value=2|Acolyte  || 40 || 4 || Call a group of 4 light [[Empire#Trooper|troopers]] to aid you in battle, who can't be controlled. They will refuse to attack pawns that are not enemies to the Empire.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call janissary squad&amp;quot;&lt;br /&gt;
|'''Call janissary squad''' || data-sort-value=4|Praetor || 50 || 6 || Call a group of 4 professional [[Empire#Janissary|janissaries]] to aid you in battle. As troopers otherwise.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call cataphract squad&amp;quot;&lt;br /&gt;
|'''Call cataphract squad''' || data-sort-value=6|Count/Countess&amp;lt;br&amp;gt; [[#Call Janissary Squad|Janissaries]] || 60 || 8 || Call a group of 4 heavy [[Empire#Cataphract|cataphracts]] to aid you in battle. As troopers otherwise. || ''N/A''&lt;br /&gt;
|- id=&amp;quot;Steel drop&amp;quot;&lt;br /&gt;
|'''Steel drop''' || data-sort-value=2|Acolyte || 45 || 4 || Call for a drop of 250 [[steel]]. || {{icon Small|silver||{{#expr:{{Q|steel|Market Value Base}}*250}}}}&lt;br /&gt;
|- id=&amp;quot;Glitterworld medicine drop&amp;quot;&lt;br /&gt;
|'''Glitterworld medicine drop''' || data-sort-value=5|Baron/Baroness || 45 || 8 || Call for a drop of 5 [[glitterworld medicine]]. || {{icon Small|silver||{{#expr:{{Q|glitterworld medicine|Market Value Base}}*5}}}}&lt;br /&gt;
|- id=&amp;quot;Silver drop&amp;quot;&lt;br /&gt;
|'''Silver drop'''  || data-sort-value=3|Knight/Dame || 45 || 6 ||Call for a drop of 500 [[silver]]. || {{icon Small|silver||500}}&lt;br /&gt;
|- id=&amp;quot;Food drop&amp;quot;&lt;br /&gt;
|'''Food drop''' || data-sort-value=2|Acolyte  || 45 || 4 || Call for a drop of 20 [[packaged survival meal]]s.|| {{icon Small|silver||{{#expr:{{Q|packaged survival meal|Market Value Base}}*20}}}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Equiv|*}} Roughly equivalent to a [[Doomsday rocket launcher]]&lt;br /&gt;
:{{note|Equiv2|*}} Inferior, but most closely equivalent, to an [[Orbital bombardment targeter]]&lt;br /&gt;
&lt;br /&gt;
===Speeches===&lt;br /&gt;
{{Quote|Initiate a speech from the throne. '''&amp;lt;PAWN NAME&amp;gt;''' will go to '''&amp;lt;PAWN POSSESSIVE&amp;gt;''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''&amp;lt;PAWN NAME&amp;gt;'''. If it goes poorly, the speech will do social damage. The outcome depends on '''&amp;lt;PAWN NAME&amp;gt;''''s social abilities.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
At Praetor rank, Nobles gain the ability to give speeches. This ability is manually triggered by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last {{ticks|10000}} or 4 in-game hours. &lt;br /&gt;
&lt;br /&gt;
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech:&lt;br /&gt;
*A &amp;quot;Terrible Speech&amp;quot; will grant a -12 negative mood to attendees and a -30 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Uninspiring Speech&amp;quot; will grant a -4 negative mood to attendees and a -15 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Encouraging Speech&amp;quot; will grant a +4 positive mood and a +20 opinion of the speaker. &lt;br /&gt;
* An &amp;quot;Inspirational Speech&amp;quot; grants a +8 to mood and a massive +40 opinion of the speaker. Each listener has a 5% chance of getting an [[inspiration]].&lt;br /&gt;
&lt;br /&gt;
Both [[Skills#Social|Social skill]] and [[Social Impact]] can greatly improve success, but the exact relationship is unknown. Wear [[top hat]]s, [[coronet]]s, and other royal items that increase social impact.&lt;br /&gt;
&lt;br /&gt;
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days.  At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Count rank or higher, this cooldown is {{ticks|600000}} or 10 in-game days.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
A rank of Knight/Dame is required to trade with an empire [[faction base]] or trade caravan.&lt;br /&gt;
&lt;br /&gt;
A rank of Baron/Baroness or higher is required to trade with the empire's [[comms console|trade ships]].&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
{{stub|section=1|reason=Needs more info. Also, link is effectively dead}}&lt;br /&gt;
{{Main|Decree}}&lt;br /&gt;
Nobles will sometimes issue quests with no reward except for a positive moodlet of +6 to the noble when fulfilled under ?? conditions. The noble that issued the decree  will experience an increasingly negative moodlet if the quest remains unfulfilled, starting at -?? and increasing by ?? after ??. Conversely, they will experience a positive moodlet of +6 if fulfilled. Decrees demand things such as producing, harvesting, or killing a certain amount of things.&lt;br /&gt;
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.&lt;br /&gt;
&lt;br /&gt;
==Table of Requirements==&lt;br /&gt;
{| {{STDT|sortable c_19 align-right}}&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! Incapable of&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_vs_Non_Conceited|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Capable of &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;non-exclusive&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt; !! Throne Room Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Bedroom Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Food Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_vs_Non_Conceited|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! Clothing Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! New Abilities with this Rank&lt;br /&gt;
|- id=&amp;quot;Freeholder&amp;quot;&lt;br /&gt;
! Freeholder &lt;br /&gt;
| 1 || 0 || ''None'' || '' Any '' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Yeoman&amp;quot;&lt;br /&gt;
! Yeoman &lt;br /&gt;
| 6 (7) || 1 || ''None'' || '' Any '' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Acolyte&amp;quot;&lt;br /&gt;
! Acolyte &lt;br /&gt;
| 6 (13) || 2 || '''Cleaning''' || '' -- '' || '''Area 24, Throne, all floored, Brazier x2'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  One of: '''[[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]'''; AND&amp;lt;br&amp;gt;One of: '''[[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]''' || 1 Permit Point&lt;br /&gt;
|- id=&amp;quot;Knight&amp;quot; &lt;br /&gt;
! id=&amp;quot;Dame&amp;quot; | Knight/Dame &lt;br /&gt;
| 8 (21) || 3 || Cleaning, '''Haul''' || '' -- '' || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, Brazier x2, '''Column x2''', '''Harp''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: [[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]] ||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Empire Caravan/Settlements&lt;br /&gt;
|- id=&amp;quot;Praetor&amp;quot;&lt;br /&gt;
! Praetor &lt;br /&gt;
| 10 (31) || 4 || Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining''' || '' Cook, Construct, Smith, Handle, Tailor, Craft, Doctor, Warden, Hunt, Art, Research '' || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: ''[[Top hat]]/[[Ladies hat]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;'''(All apparel must be at least Normal [[quality]])'''&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Give speech once per 20 days&lt;br /&gt;
|- id=&amp;quot;Baron&amp;quot;&lt;br /&gt;
! id=&amp;quot;Baroness&amp;quot; | Baron/Baroness &lt;br /&gt;
| 14 (45) || 5 ||  Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '' Doctor, Warden, Hunt, Art, Research '' || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all [[fine floor|''fine'' floored]]''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Piano suffices, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: '''[[Coronet]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt;Two of: [[Formal shirt]], '''[[Formal vest]]/[[Corset]]'''; OR&amp;lt;br&amp;gt;One of: [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Imperial orbital traders &amp;lt;Br&amp;gt; Speech cooldown reduced to 15 days &amp;lt;Br&amp;gt; Expectations replaced with Noble Expectations if Conceited&lt;br /&gt;
|- id=&amp;quot;Count&amp;quot; &lt;br /&gt;
! id=&amp;quot;Countess&amp;quot; | Count/Countess &lt;br /&gt;
| 20 (65) || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft || '' Doctor, Warden, Hunt, Art, Research '' || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all [[fine floor]]ed, Brazier x2, '''Column x6''', Drape x2, '''Piano'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 30, '''Impressiveness 80''', '''All [[fine floor|''fine'' floored]]''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: ''[[Coronet]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: ''[[Cape]]'', [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point  &amp;lt;Br&amp;gt; Speech cooldown reduced to 10 days&amp;lt;Br&amp;gt; Expectations replaced with Royal Expectations if Conceited&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_19 align-right}}&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement&lt;br /&gt;
|- id=&amp;quot;Duke&amp;quot; &lt;br /&gt;
! id=&amp;quot;Duchess&amp;quot; | Duke/Duchess&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 6 &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | One of: '''[[Stellic crown]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Consul&amp;quot; &lt;br /&gt;
! Consul&lt;br /&gt;
|- id=&amp;quot;Stellarch&amp;quot; &lt;br /&gt;
! Stellarch&lt;br /&gt;
|- id=&amp;quot;Emperor&amp;quot; &lt;br /&gt;
| id=&amp;quot;Empress&amp;quot; |Emperor/Empress&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The royal favor icon is reminiscent of the head of the [[eltex staff]] carried by the [[Empire#Pawns|Bestower]]. This is fitting, since the bestower grants the received titles to the pawn.&lt;br /&gt;
If the map is polluted enough,{{Check Tag|How polluted?}} the bestower will come with a gas mask instead of their usual headgear.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
These are only provided as easily comparable examples - they are not considered ideal or efficient.&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Throneroom.png|'''Acolyte Example Throne Room '''&lt;br /&gt;
File:Room example Knight Throneroom.png|'''Knight Example Throne Room '''&lt;br /&gt;
File:Room example Praetor Throneroom.png|'''Praetor Example Throne Room '''&lt;br /&gt;
File:Room example Baron Throneroom.png|'''Baron Example Throne Room '''&lt;br /&gt;
File:Room example Count Throneroom.png|'''Count Example Throne Room '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Bedroom.png|'''Acolyte Example Bedroom '''&lt;br /&gt;
File:Room example Knight Bedroom.png|'''Knight Example Bedroom '''&lt;br /&gt;
File:Room example Praetor Bedroom.png|'''Praetor Example Bedroom '''&lt;br /&gt;
File:Room example Baron Bedroom.png|'''Baron Example Bedroom '''&lt;br /&gt;
File:Room example Count Bedroom.png|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Resurrector mech serum]] now removes royal titles, to prevent duplicating titles.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - Added the ability to renounce the title from the bio tab.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]] - Mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -&amp;gt; 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. Renamed royal favor to honor. New visual effects for all orbital bombardments - you can now see and hear incoming projectiles and other details are improved.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Removed full-map light up effect of all strikes. Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons). Increased warmup time for aerodrone permits by 1 second. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation. &lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into [[rituals]].&lt;br /&gt;
* Prior to 1.4 - Higher tier instruments can now be used in place of lower tier instruments to meet the requirements of lower rank nobles. E.g. a piano can be used to fulfil the need a praetor's need for a harp. Previously, the exact instrument had to be used. &lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Permit shuttle fails when sent to a worksite.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - [[Mechlord suit]] and [[Mechlord helmet|helmet]] now satisfies royal title requirements.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Bestowers will leave if they are exposed to dense tox gas or rot stink.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=141863</id>
		<title>Human resources</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=141863"/>
		<updated>2024-02-07T22:29:13Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Mood table (Core) */ fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Human Resources''' are everything that a human body can offer: '''[[slavery]]''', '''[[Human Resources#Organ Harvesting|organ harvesting]]''', wearing '''[[Human leather|human skin]]''', and outright '''[[Human meat|cannibalism]]'''. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.&lt;br /&gt;
&lt;br /&gt;
Most forms of HR impart significant [[mood]] penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the preferred standard for living, especially with mods or the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
== Mood penalties ==&lt;br /&gt;
&amp;quot;Normal&amp;quot; colonists in base game (Core RimWorld) receive penalties whenever ''anyone'' in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will also receive penalties for seeing corpses, eating human flesh, or wearing human leather. They also don't like butchering corpses themselves. Colonists will know about organ harvesting and slavery (but ''not'' butchering) even while on a [[caravan]], or in another settlement. Debuffs from slavery, organ harvesting, and for a human butcher all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals.&lt;br /&gt;
&lt;br /&gt;
Some additional care can be taken to maintain mood levels through other means, such as providing additional [[recreation]], [[psychic soothe pulser]]s, better [[meal]]s, [[drugs]] or improved quality bed. However, reserving these mood regulators for your organ farm could mean that a poorly timed [[psychic drone]] on top could seriously mess with your colony.&lt;br /&gt;
&lt;br /&gt;
A pawn's [[Ideoligion]]{{IdeologyIcon}} may change what they feel about these practices - they might enjoy or even ''require'' them. See [[Human resources#Ideoligion]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Mood table (Core) ===&lt;br /&gt;
With [[ideoligion]] disabled:&lt;br /&gt;
{| class=&amp;quot;wikitable center&amp;quot;&lt;br /&gt;
! Trait !! [[Mood#Observed corpse|Observes corpse]] !! [[Mood#Observed rotting corpse|Observes rotting corpse]] !! [[Mood#I butchered humanlike|Butchers human]] !! [[Mood#We butchered humanlike|Somebody butchers human (colony-wide)]] !! [[Mood#Raw cannibalism|Eats raw human flesh]] !! [[Mood#Cooked cannibalism|Eats meal with human flesh]] !! Wears human skin clothing !! Trades human flesh or leather !! [[Mood#A prisoner was sold|A slave is sold]] (world-wide) !! [[Mood#Someone's organ harvested|An organ is harvested]] (world-wide) !! Harvests organ&lt;br /&gt;
|-&lt;br /&gt;
! None&amp;lt;br&amp;gt;(average&amp;lt;br&amp;gt;colonist)&lt;br /&gt;
| {{--|4 Mood}}&amp;lt;br&amp;gt;(0.5 days,&amp;lt;br&amp;gt; 3 stacks,&amp;lt;br&amp;gt; 0.5 stack multiplier) || {{--|6 Mood}}&amp;lt;br&amp;gt;(0.5 days,&amp;lt;br&amp;gt; 5 stacks,&amp;lt;br&amp;gt; 0.5 stack multiplier) || {{--|6 Mood}}&amp;lt;br&amp;gt;(6 days,&amp;lt;br&amp;gt; 4 stacks,&amp;lt;br&amp;gt; 0.75 stack multiplier) || {{--|6 Mood}}&amp;lt;br&amp;gt;(6 days,&amp;lt;br&amp;gt; 1 stack) || {{--|20 Mood}}&amp;lt;br&amp;gt;(1 day,&amp;lt;br&amp;gt; 1 stack) || {{--|15 Mood}}&amp;lt;br&amp;gt;(1 day,&amp;lt;br&amp;gt; 1 stack) || {{--|3/−5/−7/−8 Mood}} || – || {{--|3 Mood}}&amp;lt;br&amp;gt;(4 days,&amp;lt;br&amp;gt; 5 stacks) || {{--|5 Mood}}&amp;lt;br&amp;gt;(7.5 days,&amp;lt;br&amp;gt; 5 stacks,&amp;lt;br&amp;gt; 0.75 stack multiplier) || –&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || – || – || –&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| – || – || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || {{+|3/+5/+7/+8 Mood}} || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || {{+|4 Mood}}&amp;lt;br&amp;gt;(1 stack)&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || – || {{+|20 Mood}}&amp;lt;br&amp;gt;(1 day,&amp;lt;br&amp;gt; 1 stack) || {{+|15 Mood}}&amp;lt;br&amp;gt;(1 day,&amp;lt;br&amp;gt; 1 stack) || {{+|3/+5/+7/+8 Mood}} || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || –&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Note that the &amp;quot;[[Mood#Someone's organ harvested|Someone's organ harvested]]&amp;quot; debuff does not affect the colonist performing the operation, nor the patient, that will have the &amp;quot;[[Mood#My organ harvested|My organ harvested]]&amp;quot; debuff instead.&lt;br /&gt;
&lt;br /&gt;
All [[Ideoligion]]s{{IdeologyIcon}} have precepts for corpses, cannibalism, etc., which will change the moodlet accordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option &amp;quot;Classic-like&amp;quot;, provides a -4 moodlet for observing a fresh corpse, instead of the -3 with ideoligions disabled. See [[Human resources#Ideoligion table]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
The three [[traits]] below make a colonist react indifferently or even enthusiastically towards human suffering or abuse. If there are more than one of the traits on the same person, the most beneficial one applies (e.g. a Cannibal will always receive +20 mood per day by eating raw human flesh, no matter what other traits that colonist has).&lt;br /&gt;
&lt;br /&gt;
* '''[[Psychopath]]''': No issue with slavery or organ harvesting&lt;br /&gt;
:*No issue with seeing fresh corpses or butchering corpses&lt;br /&gt;
:* does '''NOT''' like seeing rotten corpses, eating human flesh, or wearing human skin clothing&lt;br /&gt;
&lt;br /&gt;
* '''[[Bloodlust]]''': No issue with organ harvesting. Likes to wear human leather, doesn't mind wearing [[tainted]] apparel (i.e. taken from a dead body)&lt;br /&gt;
:*No issue with seeing corpses (even rotten) or butchering corpses&lt;br /&gt;
:* does '''NOT''' like cannibalism or slavery&lt;br /&gt;
&lt;br /&gt;
* '''[[Cannibal (Trait)|Cannibal]]''': Loves human flesh and likes to wear human leather&lt;br /&gt;
:*No issue with seeing fresh corpses or butchering corpses&lt;br /&gt;
:* does '''NOT''' like slavery or organ harvesting.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Humans and their corpses can be used for many valuable services:&lt;br /&gt;
&lt;br /&gt;
== Unprocessed corpses ==&lt;br /&gt;
[[Animal]]s don't mind eating humans - it isn't cannibalism, after all. You may want to leave a pile of [[raider]] corpses for your [[warg]]s and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Feeding human corpses has no penalty for the colony, except for those who see the corpses. Haulers will invariably see the corpses, but [[Carrier]] [[dryad]]s {{IdeologyIcon}} and [[Lifter]] mechs {{BiotechIcon}} don't even mind (set a [[zone]] so that human haulers won't go to the corpse area).&lt;br /&gt;
&lt;br /&gt;
Corpses may also be stripped from their clothes. With an [[electric smelter]], you may scrap armor and weapons for small amounts of resources like [[steel]], which is useful once ore deposits are depleted. Apparel stripped from a corpse is considered [[tainted]], so actually wearing it will give mood penalties to non-Bloodlusted colonists. However, it's often worth the small penalty to use a set of [[marine armor]], or that [[megasloth wool]] [[parka]] in an [[biomes#Ice Sheet|ice sheet]].&lt;br /&gt;
&lt;br /&gt;
== Organ harvesting ==&lt;br /&gt;
{{See also|Surgery|Medical Surgery Success Chance}}&lt;br /&gt;
Organ harvesting requires a live pawn, a doctor and 2 units of [[herbal medicine]] or better. Organs must be undamaged; diseased organs are not available to harvest. The [[kidney]]s, [[lung]]s,  [[liver]] and [[heart]] are all options for harvesting, for use in other colonists or selling on the market. You can harvest the following from a healthy pawn until they die:&lt;br /&gt;
&lt;br /&gt;
* 1 kidney worth {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}&lt;br /&gt;
* 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}&lt;br /&gt;
* ''Either'' 1 heart or 1 liver, worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}.&lt;br /&gt;
Harvesting three organs is worth a total of {{Icon Small|silver||{{Q|Kidney|Market Value Base #}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base #}}}} + ({{Icon Small|silver||{{Q|Heart|Market Value Base}}}} or {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}) = {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}}}}}} market value. &lt;br /&gt;
*If you have a [[prosthetic heart]], which costs {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}, for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Liver|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. This is more efficient if you can craft your own prosthetic hearts, as items are always bought and sold at a loss.&lt;br /&gt;
*If the pawn has the [[Genes#Deathless|Deathless]] gene{{BiotechIcon}}, then you can harvest all 6 organs for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}}}}}}. A [[sanguophage]] quest can net a huge sum of money. &lt;br /&gt;
** If installing the [[xenogerm]] yourself, 1 [[archite capsule]] costs {{Icon Small|silver||{{Q|Archite capsule|Market Value Base}}}} to buy, for a net profit of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}} - {{Q|Archite capsule|Market Value Base #}} }}}}.&lt;br /&gt;
*If the heart and liver are both unavailable, you may harvest a second kidney for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + 2* {{Q|Kidney|Market Value Base #}}}}}} or lung for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}}}}}}.&lt;br /&gt;
&lt;br /&gt;
If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} +  {{Q|Kidney|Market Value Base #}}}}}}. If a [[prosthetic heart]] is available, then you'll profit to {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. If the organ &amp;quot;donor&amp;quot; is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingly. Alternatively, you can install [[peg leg]]s and [[wooden hand]]s to reduce their effectiveness, at the cost of 1 [[wood]] and even more medicine.&lt;br /&gt;
&lt;br /&gt;
Pawns with [[bionic]]s or other artificial body parts are much more valuable: the full part may be retrieved and worth its normal value. Removing an artificial part doesn't count as organ harvesting.&lt;br /&gt;
&lt;br /&gt;
Their default &amp;lt;u&amp;gt;market&amp;lt;/u&amp;gt; value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
To the entire colony:&lt;br /&gt;
*{{--|5}} - Any organ harvested. This moodlet &amp;quot;stacks&amp;quot; dimminishingly; 5 organs give -15 mood.&lt;br /&gt;
*{{--|6}} - Organ-murder. Harvesting the heart, liver, or 2nd lung/kidney.&lt;br /&gt;
&lt;br /&gt;
To the harvester:&lt;br /&gt;
*{{--|5}} - I harvested organ. 5 organs give -15 mood.&lt;br /&gt;
*Mood penalties for seeing [[corpse]]s&lt;br /&gt;
*Social penalty.&lt;br /&gt;
&lt;br /&gt;
Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however. Single organ harvests (say, to replace a lost lung) are manageable, if the surgeon doesn't mind or is treated well. But mass organ farms require a colony filled with special traits, suitable [[ideoligion]], or massive mood buffs to function.&lt;br /&gt;
&lt;br /&gt;
== Human butchering ==&lt;br /&gt;
By default, &amp;quot;humanlike corpses&amp;quot; is turned ''off'' under the [Details...] tab under [Bills] on a [[butcher table]], to avoid accidental over-enthusiasm.  Simply go in and turn click it back ''on'', and get to your dark deeds. Butchering a human produces a base yield of {{Icon Small|human meat||{{Q|Human|Meat Yield}}}} [[human meat]] and {{Icon Small|human leather||{{Q|Human|Leather Yield}}}} [[human leather]]. &lt;br /&gt;
&lt;br /&gt;
Before [[AI Storytellers#Butchering yield|Difficulty and Storyteller]] modifiers, each undamaged adult corpse, butchered by a pawn with 100% [[Butchery Efficiency]] (or 10+ Cooking skill), is worth {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}} + {{Q|Human|Leather Yield}}*{{Q|Human leather|Market Value Base}}}}}} in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to [[packaged survival meal]]s and [[duster]]s  provides an average of {{Icon Small|silver||338}} per corpse.{{Check Tag|Detail|Expected value at say, skill 10?}} This is before considering corpse damage, duster quality, [[Trade Price Improvement|trading skills]] etc. In most practical scenarios, pawns will die from damage, and you'll receive less material.&lt;br /&gt;
&lt;br /&gt;
=== Human meat ===&lt;br /&gt;
[[Human meat]] is nutrition like any other. The meat itself can be used as a last resort, or as a nice mood buff for cannibals. To cannibals, raw flesh is even better than a [[lavish meal]], with a +20 positive moodlet. Cooked human meat still counts as human meat, although it gives a lesser debuff/buff. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.&lt;br /&gt;
&lt;br /&gt;
*Raw human meat inflicts a massive mood penalty. This can activate inspirations for a [[tortured artist]]. Low mood makes [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, and even cause a [[Mental break#Crisis of Belief|Crisis of Belief]]. &lt;br /&gt;
*The action of cooking human meat has no penalty, but eating the meat is another story. It can also be used in a [[biofuel refinery]] to create [[chemfuel]], used to make [[kibble]] and other animal meals, and used in a [[biosculpter pod]]{{IdeologyIcon}} with no penalties, beyond the initial butchering. &lt;br /&gt;
*Alternatively, human meat may be made into [[carnivore lavish meal]]s, or supplement vegetables in [[lavish meal]]s. This reduces the net mood loss from eating the meat down to only {{--|3}} for non-cannibals, plus those accrued from butchering the corpse. This can be useful when food is scarce, but raider corpses are not.&lt;br /&gt;
&lt;br /&gt;
A human corpse provides an average of {{Q|Human|Meat Yield}} human meat, before violent death, missing body parts, and [[difficulty]] modifiers are taken into account, for a market value of {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}}}}}}. Human meat itself is worth less than ordinary meat, but not when processed. It can be used in any meal that requires meat, however it cannot be processed into saleable meals without vegetables. Human meat can also be processed in a biofuel refinery for {{Icon Small|chemfuel||{{#expr: 35*{{Q|Human|Meat Yield}}/70}}}} [[chemfuel]], worth {{Icon Small|silver||{{#expr: 35*{{Q|Chemfuel|Market Value Base}} * {{Q|Human|Meat Yield}}/70}}}}.&lt;br /&gt;
&lt;br /&gt;
=== Human leather ===&lt;br /&gt;
{{Recode|section=1|reason= Verify and automating math for profitability calculations.}}&lt;br /&gt;
[[Human leather]], the other by-product of butchering a human, is terrible as a protective [[textile]], but has a high [[market value]]. If made into clothing, wearing such items give a mood boost to pawns with the [[bloodlust]] or [[Cannibal (Trait)|cannibal]] traits and a mood penalty to those without.&lt;br /&gt;
&lt;br /&gt;
Without [[DLC]], creating human [[armchair]]s or [[duster]]s is the most valuable way to use textiles. If the [[Royalty DLC]]{{RoyaltyIcon}} is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s. Like human meat, working human leather does not have any penalties, once it has been butchered.&lt;br /&gt;
&lt;br /&gt;
Corpses provide an average of 50 human leather, worth {{Icon Small|silver||210}} on its own. It is enough for 5/8ths of a [[duster]]; when converted into normal quality dusters, each corpse is worth around {{Icon Small|silver||231.25}} for 105 work. However, there may be leftover human leather, which is not accounted for.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
To the colony:&lt;br /&gt;
* {{--|6}} - Butchering a corpse at all. This does ''not'' stack - butchering 1 or 100 corpses has the same moodlet, but refreshes the duration.&lt;br /&gt;
* {{--|3}} - Seeing a corpse.&lt;br /&gt;
&lt;br /&gt;
To the butcher&lt;br /&gt;
* {{--|6}} - I butchered corpse. This does stack, up to 4 corpses.&lt;br /&gt;
&lt;br /&gt;
Other than the initial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in [[nutrient paste meal|nutrient paste]]) or human clothes - but they don't mind human meat used for [[kibble]], for instance.&lt;br /&gt;
&lt;br /&gt;
Cannibal, Bloodlusted, or a Psychopath pawns do not mind butchering at all, and the colony-wide debuff is manageable. Cannibals alone don't mind eating human meat, and receive a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism makes things easy.&lt;br /&gt;
&lt;br /&gt;
== Selling slaves ==&lt;br /&gt;
{{Main|Slavery}}&lt;br /&gt;
&lt;br /&gt;
Slavery in Core RimWorld is the [[trade|sale]] of [[prisoner]]s to other factions.  Humans have a base value of {{Icon Small|silver}} {{Q|Human|Market Value Base #}}. This is reduced and increased by various traits (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly. However, not all traders accept slaves - only slave caravans, slave ships, and [[faction base]]s, and only the last of which is reliably available for trade but requires [[caravan]]ing.&lt;br /&gt;
&lt;br /&gt;
A healthy pawn can give a lung, a kidney, and a heart/liver, worth {{Icon Small|silver||{{#expr:{{Q|Lung|Market Value Base #}}+{{Q|Kidney|Market Value Base #}}+{{Q|Heart|Market Value Base #}}}}}}, and you can still butcher their corpse. Meanwhile, the value of a slave is proportional to their skills and injuries. Most often, it's less than the base human market value, so much less than their organs - see the information tab (once they've healed) for their value. However, organ harvesting has a larger mood cost than selling slaves. Meanwhile, if a pawn ''is'' highly valuable, then they'll likely have skills or traits valuable to ''you'', so consider recruiting them instead.&lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]]{{RoyaltyIcon}}, prisoners can also be sold for [[Titles#Honor|honor]] to a Royal Tribute Collector - 3 honor each, equal to {{Icon Small|gold||200}} [[gold]] or {{Icon Small|silver||2000}} silver's worth in gold. Mood debuffs happen as usual. The quality of the prisoner, so long as they can walk, doesn't matter. Therefore, you can organ-harvest a lung and kidney ({{Icon Small|silver||{{#expr:{{Q|Lung|Market Value Base #}}+{{Q|Kidney|Market Value Base #}}}}}}), then convert the prisoner into honor. Like slavers, the empire only comes every so often.&lt;br /&gt;
* Honor itself can be converted into silver at a 4 honor : 500 silver rate, or {{Icon Small|silver||375}} silver per prisoner. It is important to note that unlike honor conversion, all other ways of selling human resources gets less than market value. However, even a [[Skills#Social|Social]] skill 0 pawn would still only need to sell items with a total ''base'' market value of {{Icon Small|silver||{{#expr:375/0.6}}}} to be more profitable. Generally, its best to only take the honor if you actually want it as the final product, not to convert it into silver.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
* {{--|3}} - Slave sold (4 days). Stacks up to -15 for 5 slaves.&lt;br /&gt;
* Significant [[Social|negative opinion]] of whoever sells the slaves.&lt;br /&gt;
&lt;br /&gt;
Selling slaves incurs a smaller mood decrease than organ harvest.  Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily manageable mood debuff. You can improve their rooms, temporarily use [[drug]]s or [[lavish meal]]s, or simply tank the mood if the colony is happy otherwise. However, slavers only appear occasionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby [[faction base]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurrence of a wedding or party for example can help. Slaves can be stored in [[cryptosleep casket]]s to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.&lt;br /&gt;
&lt;br /&gt;
== Slaves (Ideology DLC) ==&lt;br /&gt;
{{Main|Slavery#Ideology}}&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero. Slaves are unable to do certain tasks, like research or artistry. However, they will ignore other incapabilities, so enslaving a pawn will override their refusal to do [[dumb labor]].&lt;br /&gt;
&lt;br /&gt;
Compared to colonists, slaves have a large mood boost and no recreation need. However, they work at 85% speed, and you run the risk of a slave rebellion, similar to a prison break. The frequency of slave rebellions are determined by [[mood]], [[suppression]], proximity of weapons, and the presence of colonists.&lt;br /&gt;
&lt;br /&gt;
Slaves in the colony provides a variable mood increase or decrease per individual slave, depending on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed. And like in the base game, you can sell them for a tidy profit.&lt;br /&gt;
&lt;br /&gt;
== Prisoners == &lt;br /&gt;
There are several reasons to keep [[prisoner]]s long term or even permanently. These include [[#Selling slaves|keeping slaves]] while waiting to sell them for silver or honor when [[cryptosleep casket]]s are unavailable or untenable, [[#Hemogen|Hemogen farming]], [[#Genetic extraction|Genetic extraction]], and [[#Subcore production|Subcore production]]. These strategies can combined to further justify the cost of feeding the prisoners. Some strategies can even be combined with pawns being converted or recruited.&lt;br /&gt;
&lt;br /&gt;
Prison breaks will eventually atrit prisoner populations to nothing. Leg removal via installing peg legs and removing them will prevent breaks, but also prevent them from being able retrieve meals from stockpiles or [[nutrient paste dispenser]]s meaning they'll have to be manually fed by colonists to prevent starvation. Implanting the [[Genes#Dead calm|Dead Calm]]{{BiotechIcon}} gene, or imprisoning a xenotype that already has it, such as [[Genies]],{{BiotechIcon}} will prevent prison breaks and allow them to feed themselves from dispensers. This will remove any existing xenotype however.&lt;br /&gt;
&lt;br /&gt;
[[Deathrest]] {{BiotechIcon}} can also be used.&lt;br /&gt;
&lt;br /&gt;
=== Hemogen ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Pawns can be kept for [[hemogen pack]] production, or directly bloodfed on by those with Hemogen needs. Hemogen packs take a long time to create and are only worth {{Icon small|Silver||{{Q|Hemogen pack|Market Value Base}}}} [[silver]] per pack, so this is not profitable, but it is valuable for building a stable supply of packs for your hemogen-reliant pawns and as a way of completely automating the training of [[medical]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Genetic extraction ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Pawns can be kept as prisoners for their genetic potential, to perform periodic [[Gene]] extractions and extract [[Ovum|ova]] from female prisoners. They can be kept long term to safely extract genes after the genetic shock wears off, or they can be extracted in rapid succession to get two extractions done quickly at the cost of killing them. &lt;br /&gt;
&lt;br /&gt;
Pawns can also be implanted using genepacks that have multiple genes, and then extractions run on them to get separate genepacks for the genes. This works best on baseliners who are less likely to give a genepack with a non-cosmetic gene attached to the individual gene you want to extract.&lt;br /&gt;
&lt;br /&gt;
[[Sanguophages]] can also be forced to spread their xenotype.&lt;br /&gt;
&lt;br /&gt;
=== Subcore production === &lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Are subcores ever profitable?}} &lt;br /&gt;
Prisoners can be kept to continually scan in a [[Subcore softscanner]] to prevent dealing with scanning sickness in your colonists while producing [[standard subcore]]s or ripscanned killed in [[subcore ripscanner]] to create [[high subcore]]s. The former is generally not worth keeping a prisoner by itself, but can be worth it when you're already keeping them for other reasons. The latter can be combined with organ harvesting and butchering to maximise the profits - take a kidney and a lung, ripscan them, and the butcher the corpse.&lt;br /&gt;
&lt;br /&gt;
For selling, standard subcores are just barely profitable compared to their base components and are not worth the time. A high subcore requires {{Icon Small|silver||{{#expr:50*{{Q|Steel|Market Value Base}} + 4*{{Q|Component|Market Value Base}}}}}} [[silver]] of non-human material and is worth {{icon Small|silver||{{Q|High subcore|Market Value Base}}}} [[silver]], for a Market Value profit of {{Icon Small|silver}} {{#expr:1000 - 223}}. This is still less than a [[heart]] or [[liver]], however.&lt;br /&gt;
&lt;br /&gt;
== Ideoligion ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource}}&lt;br /&gt;
With the [[Ideology]] DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:&lt;br /&gt;
*'''Cannibalism: '''&lt;br /&gt;
:*Cannibalism: Acceptable - Negates penalties for butchering humans and eating human flesh.&lt;br /&gt;
:*Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather&lt;br /&gt;
*'''Corpses:''' Don't Care - Negates penalties from seeing corpses, fresh or rotten.&lt;br /&gt;
*'''Organ Use:''' Acceptable - Negates all penalties from organ harvesting.&lt;br /&gt;
*'''Slavery:'''&lt;br /&gt;
:*Slavery: Acceptable - Negates penalties for selling prisoners or using slave labor&lt;br /&gt;
:*Slavery: Honorable - Mood buffs for selling slaves and enslaving others&lt;br /&gt;
&lt;br /&gt;
=== Ideoligion table ===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Cannibalism Precepts!! Butchers human !! Somebody butchers human (colonywide) !! Eats human flesh !! Wears human skin clothing !! Eats non-human flesh meal&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Abhorrent&lt;br /&gt;
| {{--|12 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|20 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|2/−4/−6/−8 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Horrible&lt;br /&gt;
| {{--|6 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|3 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|12 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|2/−3/−5/−6 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Disapproved&lt;br /&gt;
| {{--|3 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|1 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|1/−2/−3/−4 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Acceptable&lt;br /&gt;
| – || – || – || – || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Preferred&lt;br /&gt;
| – || – || {{+|2 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|1/+2/+3/+4 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Required (Strong)&lt;br /&gt;
| – || – || {{+|4 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|2/+3/+5/+6 Mood}} || {{--|2 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack)&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Required (Ravenous)&lt;br /&gt;
| – || – || {{+|6 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|2/+4/+6/+8 Mood}} || {{--|4 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack)&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Corpse Precepts!! Observes Corpse !! Observes rotting corpse&lt;br /&gt;
|-&lt;br /&gt;
! Corpses: Ugly&lt;br /&gt;
| {{--|4 Mood}}&amp;lt;br/&amp;gt;(0.5&amp;amp;nbsp;days. 3&amp;amp;nbsp;stacks. 0.5&amp;amp;nbsp;stack multiplier) || {{--|6 Mood}}&amp;lt;br/&amp;gt;(0.5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.3&amp;amp;nbsp;stack multiplier)&lt;br /&gt;
|-&lt;br /&gt;
! Corpses: Don't care&lt;br /&gt;
| – || –&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Organ Use: Acceptable*&lt;br /&gt;
*Slavery*&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_gestation_processor&amp;diff=141850</id>
		<title>Mech gestation processor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_gestation_processor&amp;diff=141850"/>
		<updated>2024-02-06T02:03:08Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: typo not present in game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Mech gestation processor&lt;br /&gt;
| image = Health item prosthetic.png &amp;lt;!-- Or Health item archotech.png or Health item bionic.png ? --&amp;gt;&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = &lt;br /&gt;
| description = An implant which increses the speed at which a mechanitor can produce mechs in a mech gestator. The processor optimizes the behavior of the mechanites in the mech forming tank. The implant can be self-installed in the same way as the mech link. The implant can be installed up to 6 times to increase its effect.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Standard Mechtech&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Signal chip&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = &lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue  = 1200&lt;br /&gt;
| thingCategories = BodyPartsMechtech&lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
'''Mech gestation processor''' are [[artificial body parts]] added by the [[Biotech DLC]] that increase [[Mech Gestation Speed]] of a [[mechanitor]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Mech gestation processors can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Each mech gestation processor increases [[Mech Gestation Speed]] of the implanted [[mechanitor]] by {{+|33%}}. Up to 6 processors can be installed in each mechanitor's brain. Each processor stacks additively as if it were {{+|33.3&amp;amp;#773;3&amp;amp;#773;%}}, with the end result rounded down.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Num.&amp;lt;br&amp;gt;Processors !! [[Mech Gestation Speed]]&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| {{+|33%}}&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| {{+|66%}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| {{+|100%}}&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| {{+|133%}}&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| {{+|166%}}&lt;br /&gt;
|-&lt;br /&gt;
! 6 &lt;br /&gt;
| {{+|200%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For a full breakdown of the factors affecting mech gestation speed, see [[Mech Gestation Speed]].&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
{{Stub|section=1|reason=See other bionics}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analysis}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=126761</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=126761"/>
		<updated>2023-01-23T20:14:52Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Aptitudes */ xenotypes, add skill column for sorting [needs completion], fix numbers on Great [skill]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Finish adding xenotype icons to genes.}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* 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]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of hair-color genes.}}&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of melanin genes.}}&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as an endogene unless they already have a skin-color endogene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}} Note: Applies to Milk, but not Insect jelly&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Skill&amp;lt;!--for the sake of sorting, and they do exclude each other too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming beer. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* 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.&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drugs in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming go-juice. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming wake-up. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=126760</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=126760"/>
		<updated>2023-01-23T18:41:46Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Hemogen */ re-add prereq column just for this section; xenotype column; fix caps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Finish adding xenotype icons to genes.}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
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{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* 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]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of hair-color genes.}}&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of melanin genes.}}&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as an endogene unless they already have a skin-color endogene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}} Note: Applies to Milk, but not Insect jelly&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Add [[User:Cimanyd]]'s xenotype column and icons }}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming beer. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* 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.&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drugs in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming go-juice. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming wake-up. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=126759</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=126759"/>
		<updated>2023-01-23T18:19:30Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Archite */ xenotype and one exclusion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Finish adding xenotype icons to genes.}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
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{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* 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]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of hair-color genes.}}&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of melanin genes.}}&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as an endogene unless they already have a skin-color endogene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}} Note: Applies to Milk, but not Insect jelly&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Add [[User:Cimanyd]]'s xenotype column and icons }}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming beer. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* 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.&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drugs in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming go-juice. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming wake-up. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=126758</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=126758"/>
		<updated>2023-01-23T18:09:30Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: reorder #Archite and #Hemogen to match xenotype editor. Most of these don't have displayOrderInCategory so I don't know how the order is determined&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Finish adding xenotype icons to genes.}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* 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]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of hair-color genes.}}&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of melanin genes.}}&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as an endogene unless they already have a skin-color endogene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}} Note: Applies to Milk, but not Insect jelly&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Add [[User:Cimanyd]]'s xenotype column and icons }}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming beer. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* 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.&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drugs in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming go-juice. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming wake-up. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=126564</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=126564"/>
		<updated>2023-01-21T18:26:09Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Special abilities */ foam spray behavior, from in-game testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Finish adding xenotype icons to genes.}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* 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]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** 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}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of hair-color genes.}}&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of melanin genes.}}&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as an endogene unless they already have a skin-color endogene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}} Note: Applies to Milk, but not Insect jelly&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Add [[User:Cimanyd]]'s xenotype column and icons }}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming beer. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* 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.&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drugs in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming go-juice. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day without [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming wake-up. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122981</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122981"/>
		<updated>2022-12-19T22:24:41Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Cosmetic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:* Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* 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]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect weapons whose AP has been set independently of damage. Examples include: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} [[Hand talon]]s,{{RoyaltyIcon}} and [[Venom talon]]s.{{RoyaltyIcon}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect weapons whose AP has been set independently of damage. Examples include: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} [[Hand talon]]s,{{RoyaltyIcon}} and [[Venom talon]]s.{{RoyaltyIcon}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of hair-color genes.}}&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of melanin genes.}}&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as an endogene unless they already have a skin-color endogene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Add [[User:Cimanyd]]'s xenotype column and icons }}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122980</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122980"/>
		<updated>2022-12-19T22:20:06Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Cosmetic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:* Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* 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]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect weapons whose AP has been set independently of damage. Examples include: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} [[Hand talon]]s,{{RoyaltyIcon}} and [[Venom talon]]s.{{RoyaltyIcon}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect weapons whose AP has been set independently of damage. Examples include: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} [[Hand talon]]s,{{RoyaltyIcon}} and [[Venom talon]]s.{{RoyaltyIcon}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of hair-color genes.}}&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of melanin genes.}}&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as an endogene unless they already have a skin-color endogene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Add [[User:Cimanyd]]'s xenotype column and icons }}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122623</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122623"/>
		<updated>2022-12-16T01:35:47Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Cosmetic */ add hair and melanin genes, fix collapsible stuff from previous edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:* Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* 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]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect weapons whose AP has been set independently of damage. Examples include: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} [[Hand talon]]s,{{RoyaltyIcon}} and [[Venom talon]]s.{{RoyaltyIcon}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect weapons whose AP has been set independently of damage. Examples include: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} [[Hand talon]]s,{{RoyaltyIcon}} and [[Venom talon]]s.{{RoyaltyIcon}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of hair-color genes.}}&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
{{Image wanted|section=yes|reason=Please upload images of melanin genes.}}&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as an endogene unless they already have a skin-color endogene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Add [[User:Cimanyd]]'s xenotype column and icons }}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122618</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122618"/>
		<updated>2022-12-15T21:56:44Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Cosmetic */ split up into sections, add info to body type and skin color&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:* Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* 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]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect weapons whose AP has been set independently of damage. Examples include: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} [[Hand talon]]s,{{RoyaltyIcon}} and [[Venom talon]]s.{{RoyaltyIcon}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect weapons whose AP has been set independently of damage. Examples include: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} [[Hand talon]]s,{{RoyaltyIcon}} and [[Venom talon]]s.{{RoyaltyIcon}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
These genes are defined in Core, not Biotech. They are not available in the xenotype editor and cannot be extracted.&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Add [[User:Cimanyd]]'s xenotype column and icons }}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gene_extractor&amp;diff=122613</id>
		<title>Gene extractor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gene_extractor&amp;diff=122613"/>
		<updated>2022-12-15T20:07:57Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Summary */ add gene extraction rules from Cynapse on dev discord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub|reason=Details about how genes are chosen for extraction, and why some genepacks have multiple genes.}}&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Gene extractor&lt;br /&gt;
| image = Gene extractor south.png|Gene extractor&lt;br /&gt;
| description = An automated surgery machine that can extract a person's genes and create a genepack from them. The extracted genes will be randomly selected from the person's xenogenes and germline genes. You can force someone into the machine, but they won't like it.&amp;lt;br&amp;gt;Extracting a person's genes while their genes are currently regrowing will kill them. Otherwise, gene extraction causes no lasting harm.&amp;lt;br&amp;gt;Genes that require archite capsules are too complex to be extracted.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = PassThroughOnly&lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.0&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 350&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = -50&lt;br /&gt;
| glowradius =&lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Xenogenetics&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 9000&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 200 &lt;br /&gt;
| resource 2 = component&lt;br /&gt;
| resource 2 amount =  8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Gene extractor''' is used to extract copies of [[Genepack|genepacks]] from humans.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Gene extractors can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The extractor consumes 50W of power when idle, and 200W when active. When active, a gene extractor will collect [[genes]] from humans to be stored into a [[genepack]]. It takes 12 hours for gene extraction to complete. The occupant is not suspended during extraction, and will still have their needs decay. This means that if a pawn is hungry or tired upon entering the extractor, they may be starving or exhausted by the time they leave.&lt;br /&gt;
&lt;br /&gt;
In order for a pawn to enter the extractor, they must have one or more genes aside from their melanin (natural skin color) and hair color genes. This means that baseline humans are barred from using the extractor. In spite of this, the extractor may still sometimes extract the occupant's hair color gene, and/or a non-natural skin color gene if present.&lt;br /&gt;
&lt;br /&gt;
Once extraction is complete, the occupant will be ejected, and a new genepack with 1 to 4 collected xenogenes will be dropped nearby. If it is not powered for 24 hours, then extraction will be canceled.&lt;br /&gt;
&lt;br /&gt;
Colonists can be ordered to enter the gene extractor either by right-clicking it with a colonist selected, or by using the on-screen gizmo. Prisoners can be loaded into the gene extractor using the on-screen gizmo. Once a prisoner has been selected, a colonist will haul them to the extractor. Interestingly, the job is considered &amp;quot;hauling&amp;quot; instead of &amp;quot;wardening&amp;quot;. [[Quest]] lodgers cannot have their genes extracted.&lt;br /&gt;
&lt;br /&gt;
Once extracted, the occupant will suffer from ''Gene Shock'' for 2 days, causing pain ({{++|5%}}) and lowering their [[consciousness]] ({{--|5%}}) and [[blood filtration]] ({{--|15%}}). They also gain the ''Genes Regrowing'' condition for 12 to 20 days. This does not have any direct effects, but will cause instant death if the pawn has their genes extracted before it wears off.&lt;br /&gt;
&lt;br /&gt;
Prisoners who have their genes extracted will have a {{--|8}} ''Genes Extracted'' [[mood]]let. Colonist moods are not affected by anyone's genes being harvested, including their own.&lt;br /&gt;
&lt;br /&gt;
=== Gene selection ===&lt;br /&gt;
&lt;br /&gt;
Attempted number of genes to extract is weighted as such:&lt;br /&gt;
* 1 gene    -&amp;gt; 0.7 weight&lt;br /&gt;
* 2 genes -&amp;gt; 0.2 weight&lt;br /&gt;
* 3 genes -&amp;gt; 0.08 weight&lt;br /&gt;
* 4 genes -&amp;gt; 0.02 weight&lt;br /&gt;
&lt;br /&gt;
After a number of genes to extract is selected, the following rules must be adhered to for selecting genes:&lt;br /&gt;
* Sum of all genes' metabolism score is required to be within -5 to 5 range.&lt;br /&gt;
* Archite genes '''cannot''' be extracted.&lt;br /&gt;
* Melanin skin color genes '''cannot''' be extracted.&lt;br /&gt;
* No duplicates.&lt;br /&gt;
&lt;br /&gt;
If a gene has &amp;gt; 0 complexity, it has a selection weight of 3, otherwise its weight is 1.&lt;br /&gt;
&lt;br /&gt;
=== Xenotype Extraction Table ===&lt;br /&gt;
The following table serves as a reference for which [[xenotype]]s to extract for specific genes. Bear in mind that many genes are not used by any xenotype, and must be acquired through [[trade]] or [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Xenotype genes table}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] -&lt;br /&gt;
** &amp;quot;Genes regrowing&amp;quot; hediff from gene extraction lasts 12-20 days. (Down from 25)&lt;br /&gt;
** Gene extractor takes 12 hours to extract genes. (Down from 24)&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Gene extractor can no longer extract melanin (skin or hair) genes.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] -&lt;br /&gt;
** Pawns can no longer use the gene extractor if they only have a melanin gene.&lt;br /&gt;
** Fix: Empty genepacks can be extracted&lt;br /&gt;
* [[Version/1.4.3548|1.4.3548]] - Fix: Pawns in gene extractors are suspended.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - &lt;br /&gt;
**Gene shock effects reduced (from?), and lasts for 2 days (down from 4). &lt;br /&gt;
**Gene extractor now ejects pawns after 24 hours of not being powered.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122352</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122352"/>
		<updated>2022-12-13T21:00:14Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: sleep, pain, reproduction: reorder, exclusionTags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122351</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122351"/>
		<updated>2022-12-13T20:48:02Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Violence */ reorder, exclusionTags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
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{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
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{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122350</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122350"/>
		<updated>2022-12-13T20:37:27Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Resistance and sensitivity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* 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):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122349</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122349"/>
		<updated>2022-12-13T19:40:39Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122348</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122348"/>
		<updated>2022-12-13T19:38:57Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Psychics */ closer match to xenotype editor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
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Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
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{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
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Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122347</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122347"/>
		<updated>2022-12-13T19:32:12Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* +20% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* +40% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122346</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122346"/>
		<updated>2022-12-13T19:30:25Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Health */ reorder, exclusionTags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|'' Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* +20% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* +40% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122345</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122345"/>
		<updated>2022-12-13T19:20:30Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: re-add marketValueFactor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor:  {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|'' Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Bad|0.9}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.5}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* +20% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* +40% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122344</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122344"/>
		<updated>2022-12-13T18:46:36Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: rename and reorder sections to match in-game xenotype editor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor:  {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|'' Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×400%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Bad|0.9}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.5}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* +20% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* +40% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122341</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122341"/>
		<updated>2022-12-13T18:38:29Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Ability */ remove exclusion column since none in section; change long cooldowns from real-time to game-time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor:  {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|'' Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×400%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Bad|0.9}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.5}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* +20% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* +40% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122291</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122291"/>
		<updated>2022-12-13T05:52:42Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: turn xenotypes into icons after someone pointed me at Template:Xenotype genes table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** 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]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with ''Bloodfeeders'' [[precept]].{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered. Other believers have a higher [[opinion]] towards bloodfeeders, increased mood when bloodfeeders are in the colony, negates moodlet for being fed on.&lt;br /&gt;
** Bloodfeeders: Reviled. Other believers have a lower [[opinion]] towards bloodfeeders, decreased mood when bloodfeeders are in the colony.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor:  {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|'' Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×400%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Bad|0.9}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.5}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* +20% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* +40% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=122280</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=122280"/>
		<updated>2022-12-13T00:33:36Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: replace unused prereq column with xenotype column for most genes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Xenotype&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Impids]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Yttakin]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** 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]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with ''Bloodfeeders'' [[precept]].{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered. Other believers have a higher [[opinion]] towards bloodfeeders, increased mood when bloodfeeders are in the colony, negates moodlet for being fed on.&lt;br /&gt;
** Bloodfeeders: Reviled. Other believers have a lower [[opinion]] towards bloodfeeders, decreased mood when bloodfeeders are in the colony.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Xenotype&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor:  {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Impids]]&amp;lt;br&amp;gt;[[Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Dirtmoles]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|'' Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×400%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Hussars]]&amp;lt;br&amp;gt;[[Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Bad|0.9}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Neanderthals]]&amp;lt;br&amp;gt;[[Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.5}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[Wasters]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Xenotype&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Highmates]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* +20% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Highmates]]&amp;lt;br&amp;gt;[[Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* +40% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Xenotype&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Xenotype&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Dirtmoles]]&amp;lt;br&amp;gt;[[Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Dirtmoles]]&amp;lt;br&amp;gt;[[Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Xenotype&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Dirtmoles]]&amp;lt;br&amp;gt;[[Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Yttakin]]&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Xenotype&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Xenotype&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Hussars]]&amp;lt;br&amp;gt;[[Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Hussars]]&amp;lt;br&amp;gt;[[Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Xenotype&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Hussars]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[Wasters]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[Sanguophages]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Xenotype&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Genies]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Neanderthals]]&amp;lt;br&amp;gt;[[Wasters]]&amp;lt;br&amp;gt;[[Yttakin]]&amp;lt;br&amp;gt;[[Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Hussars]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Dirtmoles]]&amp;lt;br&amp;gt;[[Neanderthals]]&amp;lt;br&amp;gt;[[Yttakin]]&amp;lt;br&amp;gt;[[Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Xenotype&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Xenotype&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Genies]]&amp;lt;br&amp;gt;[[Highmates]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Neanderthals]]&amp;lt;br&amp;gt;[[Yttakin]]&amp;lt;br&amp;gt;[[Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Hussars]]&amp;lt;br&amp;gt;[[Neanderthals]]&amp;lt;br&amp;gt;[[Pigskins]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Genies]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
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{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Xenotype&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[Highmates]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X8n8h13v9rc6l3yc&amp;topic_postId=x8n8h13v9va8t7wk&amp;topic_revId=x8n8m2qwur8af7es&amp;action=single-view</id>
		<title>Topic:X8n8h13v9rc6l3yc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X8n8h13v9rc6l3yc&amp;topic_postId=x8n8h13v9va8t7wk&amp;topic_revId=x8n8m2qwur8af7es&amp;action=single-view"/>
		<updated>2022-12-12T16:28:41Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Cimanyd&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Cimanyd (page does not exist)&quot;&gt;&lt;bdi&gt;Cimanyd&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Cimanyd&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Cimanyd (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Cimanyd&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Cimanyd&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X8n8h13v9rc6l3yc&amp;amp;topic_showPostId=x8n8h13v9va8t7wk#flow-post-x8n8h13v9va8t7wk&quot;&gt;post&lt;/a&gt; on &quot;Move cosmetic genes to new page/subpage?&quot;&lt;/span&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X8n8h13v9rc6l3yc&amp;topic_postId=x8n8h13v9va8t7wk&amp;topic_revId=x8n8i77jh8yemlok&amp;action=single-view</id>
		<title>Topic:X8n8h13v9rc6l3yc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X8n8h13v9rc6l3yc&amp;topic_postId=x8n8h13v9va8t7wk&amp;topic_revId=x8n8i77jh8yemlok&amp;action=single-view"/>
		<updated>2022-12-12T16:26:45Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Cimanyd&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Cimanyd (page does not exist)&quot;&gt;&lt;bdi&gt;Cimanyd&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Cimanyd&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Cimanyd (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Cimanyd&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Cimanyd&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X8n8h13v9rc6l3yc&amp;amp;topic_showPostId=x8n8h13v9va8t7wk#flow-post-x8n8h13v9va8t7wk&quot;&gt;post&lt;/a&gt; on &quot;Move cosmetic genes to new page/subpage?&quot;&lt;/span&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X8n8h13v9rc6l3yc&amp;topic_postId=x8n8h13v9va8t7wk&amp;topic_revId=x8n8h13v9va8t7wk&amp;action=single-view</id>
		<title>Topic:X8n8h13v9rc6l3yc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X8n8h13v9rc6l3yc&amp;topic_postId=x8n8h13v9va8t7wk&amp;topic_revId=x8n8h13v9va8t7wk&amp;action=single-view"/>
		<updated>2022-12-12T16:26:10Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Cimanyd&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Cimanyd (page does not exist)&quot;&gt;&lt;bdi&gt;Cimanyd&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Cimanyd&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Cimanyd (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Cimanyd&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Cimanyd&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X8n8h13v9rc6l3yc&amp;amp;topic_showPostId=x8n8h13v9va8t7wk#flow-post-x8n8h13v9va8t7wk&quot;&gt;commented&lt;/a&gt; on &quot;Move cosmetic genes to new page/subpage?&quot; (&lt;em&gt;Such as Genes (cosmetic) or Genes/Cosmetic, with a link in Genes. Any objections? If they stay on this page, I think they should be colla...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fertility&amp;diff=121958</id>
		<title>Fertility</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fertility&amp;diff=121958"/>
		<updated>2022-12-10T04:47:43Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: add inbred gene&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{stub}}{{For|soil fertility|Plants#Fertility}}{{For|animal fertility|Ailments#Pregnancy}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| hide at value = 1&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = It affects the chance of a [[Reproduction#Pregnancy|pregnancy]] occurring. Pregnancy chance is dependent on the fertility of both partners. This also affects the chance of successfully implanting an [[embryo]] in a [[Reproduction#Surrogacy|surrogate]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
&lt;br /&gt;
===Base Factors===&lt;br /&gt;
&lt;br /&gt;
* [[Genes#Sterile|Sterile]] (gene): {{Bad|x0%}}&lt;br /&gt;
* [[Genes#Fertile|Fertile]] (gene): {{Good|x200%}}&lt;br /&gt;
* [[Genes#Inbred|Inbred]] (gene): {{Bad|x50%}}&lt;br /&gt;
* [[Reproduction#Lactation|Lactating]]: {{Bad|x5%}}&lt;br /&gt;
* [[Reproduction#Vasectomy|Vasectomy]]: {{Bad|x0%}}&lt;br /&gt;
* [[Reproduction#IUD|Implanted IUD]]: {{Bad|x0%}}&lt;br /&gt;
* [[Reproduction#Tubal ligation|Tubal ligation]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
===Age===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=121956</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=121956"/>
		<updated>2022-12-10T03:56:15Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Miscellaneous */ reorder to match game (determined by displayOrderInCategory) and make style more consistent; of course I have no problem if the style changes to something other than this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilties to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** 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]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with ''Bloodfeeders'' [[precept]].{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered. Other believers have a higher [[opinion]] towards bloodfeeders, increased mood when bloodfeeders are in the colony, negates moodlet for being fed on.&lt;br /&gt;
** Bloodfeeders: Reviled. Other believers have a lower [[opinion]] towards bloodfeeders, decreased mood when bloodfeeders are in the colony.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor:  {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|'' Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×400%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Bad|0.9}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.5}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*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}}.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* +20% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* +40% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Removes mood: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* Manipulation: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ? &lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| - &lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=121955</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=121955"/>
		<updated>2022-12-10T02:32:00Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: move pig nose and grayless hair from Cosmetic to Misc as in-game; correct spelling and complexity of grayless hair&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilties to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** 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]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with ''Bloodfeeders'' [[precept]].{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered. Other believers have a higher [[opinion]] towards bloodfeeders, increased mood when bloodfeeders are in the colony, negates moodlet for being fed on.&lt;br /&gt;
** Bloodfeeders: Reviled. Other believers have a lower [[opinion]] towards bloodfeeders, decreased mood when bloodfeeders are in the colony.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor:  {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|'' Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×400%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Bad|0.9}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.5}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*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}}.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* +20% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* +40% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
** [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* Mood:&lt;br /&gt;
** Removes: Naked: -6&lt;br /&gt;
** Removes: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Accuracy factor (long) ×25%&lt;br /&gt;
** Accuracy factor (medium) ×50%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Mood:&lt;br /&gt;
** Removes: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Slow learner]]&lt;br /&gt;
* Fertility: {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed:]] {{Bad|×85%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Raw nutrition multiplier ×180%&lt;br /&gt;
* Removes [[mood]]: Ate raw food: -7&lt;br /&gt;
* Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Lifespan factor ×80%&lt;br /&gt;
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
** Cancer rate factor ×300%&lt;br /&gt;
** Immunity gain speed ×96%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Lifespan factor ×60%&lt;br /&gt;
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
** Cancer rate factor ×500%&lt;br /&gt;
** Immunity gain speed ×92%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Gain stat bonuses when exposed to pollution. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Stagger time multiplier ×0%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]]: {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]]: {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ? &lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| - &lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
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{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=121926</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=121926"/>
		<updated>2022-12-10T00:21:20Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Miscellaneous */ fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilties to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
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{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** 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]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with ''Bloodfeeders'' [[precept]].{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered. Other believers have a higher [[opinion]] towards bloodfeeders, increased mood when bloodfeeders are in the colony, negates moodlet for being fed on.&lt;br /&gt;
** Bloodfeeders: Reviled. Other believers have a lower [[opinion]] towards bloodfeeders, decreased mood when bloodfeeders are in the colony.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor:  {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|'' Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×400%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Bad|0.9}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.5}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*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}}.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* +20% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* +40% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
** [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* Mood:&lt;br /&gt;
** Removes: Naked: -6&lt;br /&gt;
** Removes: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Accuracy factor (long) ×25%&lt;br /&gt;
** Accuracy factor (medium) ×50%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Mood:&lt;br /&gt;
** Removes: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Slow learner]]&lt;br /&gt;
* Fertility: {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed:]] {{Bad|×85%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Raw nutrition multiplier ×180%&lt;br /&gt;
* Removes [[mood]]: Ate raw food: -7&lt;br /&gt;
* Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Lifespan factor ×80%&lt;br /&gt;
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
** Cancer rate factor ×300%&lt;br /&gt;
** Immunity gain speed ×96%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Lifespan factor ×60%&lt;br /&gt;
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
** Cancer rate factor ×500%&lt;br /&gt;
** Immunity gain speed ×92%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Gain stat bonuses when exposed to pollution. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Stagger time multiplier ×0%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]]: {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]]: {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ? &lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| - &lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greyless hair&amp;quot;&lt;br /&gt;
! Greyless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| Carriers of this gene keep their natural hair color as they age.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| Carriers of this gene have pig-like snouts.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X8aoq6xyvqbr9dal&amp;topic_postId=x8h2y9w2cyvchm6l&amp;topic_revId=x8h2y9w2cyvchm6l&amp;action=single-view</id>
		<title>Topic:X8aoq6xyvqbr9dal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X8aoq6xyvqbr9dal&amp;topic_postId=x8h2y9w2cyvchm6l&amp;topic_revId=x8h2y9w2cyvchm6l&amp;action=single-view"/>
		<updated>2022-12-09T22:08:27Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Cimanyd&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Cimanyd (page does not exist)&quot;&gt;&lt;bdi&gt;Cimanyd&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Cimanyd&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Cimanyd (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Cimanyd&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Cimanyd&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X8aoq6xyvqbr9dal&amp;amp;topic_showPostId=x8h2y9w2cyvchm6l#flow-post-x8h2y9w2cyvchm6l&quot;&gt;commented&lt;/a&gt; on &quot;Gene market value modifiers&quot; (&lt;em&gt;You&amp;#039;re talking about changes to the market value of characters with the genes, by directly or indirectly changing the character quality....&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=121894</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=121894"/>
		<updated>2022-12-09T16:19:37Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Archite */ more info on Perfect immunity and Non-senescent based on reports from others in Discord and my own experience&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilties to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*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.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* 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]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13&lt;br /&gt;
* Aging ×0 at age 18&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
* 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.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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 &amp;quot;spent acid&amp;quot; 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.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''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.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** 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]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with ''Bloodfeeders'' [[precept]].{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered. Other believers have a higher [[opinion]] towards bloodfeeders, increased mood when bloodfeeders are in the colony, negates moodlet for being fed on.&lt;br /&gt;
** Bloodfeeders: Reviled. Other believers have a lower [[opinion]] towards bloodfeeders, decreased mood when bloodfeeders are in the colony.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''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.'' &lt;br /&gt;
:* 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.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**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.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor:  {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|'' Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×400%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Bad|0.9}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.5}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*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}}.&lt;br /&gt;
*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).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''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.''&lt;br /&gt;
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* +20% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* +40% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
** [[Family_planning#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* Mood:&lt;br /&gt;
** Removes: Naked: -6&lt;br /&gt;
** Removes: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Accuracy factor (long) ×25%&lt;br /&gt;
** Accuracy factor (medium) ×50%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Mood:&lt;br /&gt;
** Removes: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Slow learner]]&lt;br /&gt;
* Fertility: {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed:]] {{Bad|×85%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Raw nutrition multiplier ×180%&lt;br /&gt;
* Removes [[mood]]: Ate raw food: -7&lt;br /&gt;
* Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Lifespan factor ×80%&lt;br /&gt;
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
** Cancer rate factor ×300%&lt;br /&gt;
** Immunity gain speed ×96%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Lifespan factor ×60%&lt;br /&gt;
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
** Cancer rate factor ×500%&lt;br /&gt;
** Immunity gain speed ×92%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Gain stat bonuses when exposed to pollution. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Stagger time multiplier ×0%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]]: {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]]: {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ? &lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''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.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| - &lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''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. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greyless hair&amp;quot;&lt;br /&gt;
! Greyless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| Carriers of this gene keep their natural hair color as they age.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| 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.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| Carriers of this gene have pig-like snouts.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| 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.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''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.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* 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.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* 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.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 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 &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, 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.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#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.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
*** [[#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}}.&lt;br /&gt;
***'''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%}}.&lt;br /&gt;
*** '''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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; 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}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raider&amp;diff=88476</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raider&amp;diff=88476"/>
		<updated>2021-07-31T23:01:17Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: fix link&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Raiders are enemies who attack in groups when the storyteller's threat cycle is active (or any time, for Randy Random). The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raiders have several [[#Raiders' strategies|strategies]] when a raid event is spawned.&lt;br /&gt;
&lt;br /&gt;
Raiders will attack, destroy, or burn random targets without any visible strategy or tactic. They will not attack natural rock walls (except sappers), wild [[animals]], or unpowered turrets. They will, however, engage prisoners from enemy factions.&lt;br /&gt;
&lt;br /&gt;
If the raiders cannot find any structures to destroy, or undowned colonists to attack, the behavior will change into other goals: stealing valuables that are not properly stored in closed locations, kidnapping downed colonists to demand a ransom of silver or to recruit them into their ranks, leaving after being satisfied with the damage done, or giving up and retreating due to exhaustion and starvation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Ransom.png|'''Ransom'''&lt;br /&gt;
File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts'''&lt;br /&gt;
File:Pirates have given up and area leaving.png|'''Pirates have given up and are leaving'''&lt;br /&gt;
Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you have downed or killed half of their crew, the remaining will flee in panic, running as fast as they can towards the map edges.&lt;br /&gt;
&lt;br /&gt;
Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing This Google Sheets spreadsheet] shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on [[Cassandra Classic]] and [[Phoebe Chillax]] they come equipped early on with mostly [[autopistol]]s and crude melee weapons, some [[bolt-action rifle]]s and [[pump shotgun]]s later down the line. In the late game they can come equipped with things such as [[frag grenades]], [[sniper rifle]]s, [[incendiary launcher]]s and [[machine pistol]]s. Rarely some will have [[assault rifle]]s or [[LMG]]s. &lt;br /&gt;
&lt;br /&gt;
A raiding party may include members equipped with melee weapons and [[shield belt]]s. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat. &lt;br /&gt;
&lt;br /&gt;
Also, raiders do not always use weapons appropriate to their skills, as the weapons are randomly chosen. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the [[Trait#Brawler|Brawler]] trait), and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat.&lt;br /&gt;
&lt;br /&gt;
== Humanlike ==&lt;br /&gt;
There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.&lt;br /&gt;
&lt;br /&gt;
Raider types are exclusive to their faction - mercenaries being exempt.&lt;br /&gt;
&lt;br /&gt;
=== Tribals ===&lt;br /&gt;
{{main|Tribes}}&lt;br /&gt;
Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]]. They carry [[pemmican]] as food.&lt;br /&gt;
{{:Tribes/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Pirates ===&lt;br /&gt;
{{main|Pirates}}&lt;br /&gt;
These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily dispatched once you get armor and high-grade weapons.&lt;br /&gt;
{{:Pirates/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Outlanders ===&lt;br /&gt;
{{main|Outlanders}}&lt;br /&gt;
As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game.&lt;br /&gt;
{{:Outlanders/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.&lt;br /&gt;
{{:Mercenaries/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Spacer ===&lt;br /&gt;
{{main|Ancients}}&lt;br /&gt;
These people don't appear in normal raids but are found in [[ancient shrine]]s. This variety is always hostile to the player's faction.&lt;br /&gt;
{{:Ancients/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Empire ===&lt;br /&gt;
{{Royalty|No Category}}&lt;br /&gt;
{{Main|Empire}}&lt;br /&gt;
&lt;br /&gt;
{{:Empire/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid ==&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
Mechanical enemies that neither feel pain nor seek cover.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Scyther]]&lt;br /&gt;
|[[File:MechanoidScyther.png|50px]] || | 160 || | 100 || | - || | - || | - || | '''Melee (Blades)''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Lancer]]&lt;br /&gt;
|[[File:MechanoidLancer.png|50px]] || | 160 || | 100 || | Normal || | - || | 9999 || | '''[[Charge lance]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede]]&lt;br /&gt;
|[[File:MechanoidCentipede.png|50px]] || | 400 || | 100 || | Normal || | - || | 9999 || | '''[[Heavy charge blaster]]''', [[Inferno cannon]] || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Pikeman]]&lt;br /&gt;
|[[File:MechanoidPikeman.png|50px]] || | 110 || | 100 || | Normal || | - || | ? || | '''[[Needle gun]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid cluster ===&lt;br /&gt;
{{main|Mechanoid cluster}}&lt;br /&gt;
&lt;br /&gt;
Added in Royalty was the &amp;quot;Mechanoid Cluster&amp;quot; event, which may be associated with quests or drop on their own. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant. They are eventually awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Raiders' strategies ==&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack ===&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend.&lt;br /&gt;
&lt;br /&gt;
They have a 70% chance to arrive on foot at the map edges, and 20% to drop pod there, assuming they don't use other strategies and are capable of utilizing drop pods.&lt;br /&gt;
&lt;br /&gt;
=== Mid-base drop pods ===&lt;br /&gt;
Raiders will drop pod right into the middle of the base, circumventing all exterior defenses. They may drop into roofed rooms, punching a hole in the roof. They do not care if the room is occupied, and in such cases colonists may only have a few seconds to stop what they were doing and get into fighting positions. If the raiders drop into an enclosed room without colonists they will start randomly attacking the contents of the room.&lt;br /&gt;
&lt;br /&gt;
They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack.&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack smart ===&lt;br /&gt;
Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid (some) traps and turrets, as well as simply steal some of your items and run. This can be devastating in early game, because a raider may steal your stockpile of components, leaving you without any means of using electricity.&lt;br /&gt;
&lt;br /&gt;
Despite their description, they can still be funneled into a [[killbox]] with relative ease.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are &amp;quot;preparing&amp;quot;. This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself.&lt;br /&gt;
&lt;br /&gt;
=== Sappers ===&lt;br /&gt;
Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual. Their ultimate goal is to reach one of your colonists' assigned beds. They will run around for a short time and continue to dig afterward if they are under attack.&lt;br /&gt;
&lt;br /&gt;
The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on.&lt;br /&gt;
&lt;br /&gt;
They can be fairly dangerous to those who tunnel into mountains as their defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (deadfall trap and all kind of IEDs). It's possible to create such an trap area to kill them before hand.&lt;br /&gt;
&lt;br /&gt;
However, in open bases they are even worse than regular raiders as they come in smaller numbers.&lt;br /&gt;
&lt;br /&gt;
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls.&lt;br /&gt;
File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely.&lt;br /&gt;
File:Sappers attacking ancient structures will kill spacers you would love to recruit.png|3: Sappers attacking ancient structures will kill spacers you would love to recruit.&lt;br /&gt;
File:Sappers may cause mechanoids to function as your outer defense line.png|4: Sappers may cause mechanoids to function as your outer defense line.&lt;br /&gt;
File:Sappers demise.png|5: Sappers are defeated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Siege ===&lt;br /&gt;
Raiders enter your map from an edge and head towards a point to set up a makeshift siege base with supplies ([[steel]], [[packaged survival meal]]s, [[component]]s, [[high-explosive shell]]s and [[incendiary shell]]s) received from drop pods, and will construct two [[mortar]]s and sandbags as cover.&lt;br /&gt;
&lt;br /&gt;
You can intercept them before they start building up if timing is favorable to you. They will always construct two mortars regardless of the number of raiders. They rarely use their best constructors when building, sometimes failing to complete the mortars. As they will not get additional components, this will make them lose firepower.&lt;br /&gt;
&lt;br /&gt;
Once ready, they will bombard you, with those not manning the mortars remaining on guard. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells. They can receive different types of shell during the siege. After causing enough destruction, they will proceed to converge on your colony.&lt;br /&gt;
&lt;br /&gt;
The siege team will not engage friendlies while heading towards their point until they actually start constructing or you assault them first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Siege pirates not engaging friendlies yet.png|Siegers not engaging friendlies while travelling.&lt;br /&gt;
Siege base construct.png|Siegers arriving at minibase location.&lt;br /&gt;
Siege_base_finished.png|Siegers done constructing their minibase.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple group attacks ===&lt;br /&gt;
Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord.&lt;br /&gt;
&lt;br /&gt;
=== Drop pod scatter ===&lt;br /&gt;
Enemies capable of drop pods have a chance of landing scattered across the map.&lt;br /&gt;
&lt;br /&gt;
=== Weapon-specific raids ===&lt;br /&gt;
Humanlike raiders have the ability to send raiders with a specific kind of weapon only.&lt;br /&gt;
&lt;br /&gt;
==== Melee rush ====&lt;br /&gt;
Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields.&lt;br /&gt;
&lt;br /&gt;
Mechanoids have their own rendition of the melee rush with [[scyther]]s only.&lt;br /&gt;
&lt;br /&gt;
==== Sniper party ====&lt;br /&gt;
Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.&lt;br /&gt;
&lt;br /&gt;
==== Explosives assault ====&lt;br /&gt;
Pirates or outlanders have the chance to send a party consisting of either grenadiers or heavy mercenaries. While this makes them extremely destructive, it also makes them particularly prone to friendly fire.&lt;br /&gt;
&lt;br /&gt;
== Raid strength ==&lt;br /&gt;
A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.&lt;br /&gt;
&lt;br /&gt;
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.&lt;br /&gt;
&lt;br /&gt;
The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557.&lt;br /&gt;
&lt;br /&gt;
=== Points ===&lt;br /&gt;
{{Rewrite| reason = Outdated information}}&lt;br /&gt;
&lt;br /&gt;
Your first raid will always be 35 points, regardless of the above conditions. Additionally, the first raider won't randomly die upon being downed, and they will never flee.&lt;br /&gt;
&lt;br /&gt;
The base formula for raid points could be expressed as follows:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|P {{=}} (( C &amp;amp;times; 42 ) + ( iW &amp;amp;divide; 100 ) + ( bW &amp;amp;divide; 200 )) &amp;amp;times; ( sR &amp;amp;times; lR ) &amp;amp;times; D &amp;amp;times; T &amp;amp;times; R}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Variable !! Meaning !! Value&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|  number of colonists that your base has ||   Colonists are always worth 42 points, regardless of their condition&lt;br /&gt;
|-&lt;br /&gt;
! iW &lt;br /&gt;
| base's item wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! bW&lt;br /&gt;
| base's building wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! sR&lt;br /&gt;
| short-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! lR&lt;br /&gt;
| long-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! D&lt;br /&gt;
| difficulty's threat scale factor (i.e. points multiplier) || 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.&lt;br /&gt;
|-&lt;br /&gt;
! T &lt;br /&gt;
| the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced || 0.5 for 1 big threat; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second-ever big threat, and so on.&lt;br /&gt;
|-&lt;br /&gt;
! R &lt;br /&gt;
| the strategy that the raiders are using || 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ramp-up factors====&lt;br /&gt;
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved:&lt;br /&gt;
&lt;br /&gt;
'''sR''' is always 1 until 21 days in; in which case 0.000514403335 is added to it every {{ticks|5000}} - or 1 every 162 days.&lt;br /&gt;
&lt;br /&gt;
'''lR''' is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.&lt;br /&gt;
&lt;br /&gt;
If a colonist gets downed or killed, 1 is subtracted from both '''sR''' and '''lR''' - but these aren't the new values; only part of the new values. '''sR''' and '''lR''' then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Colonists&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16+&lt;br /&gt;
|- &lt;br /&gt;
! sR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.3&lt;br /&gt;
| 0.35&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.45&lt;br /&gt;
| 0.5&lt;br /&gt;
| 0.55&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.65&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
|- newline&lt;br /&gt;
! lR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
| 0.85&lt;br /&gt;
| 0.9&lt;br /&gt;
| 0.91&lt;br /&gt;
| 0.92&lt;br /&gt;
| 0.93&lt;br /&gt;
| 0.94&lt;br /&gt;
| 0.95&lt;br /&gt;
| 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After '''sR''' and '''lR''' have been multiplied by whatever corresponding values, new '''sR''' and new '''lR''' both equal 1 + old correspondents.&lt;br /&gt;
&lt;br /&gt;
After the base amount of points have been calculated, the game then factors in diminishing returns as follows, using nested 'if' statements, in pseudo-code form:&lt;br /&gt;
&lt;br /&gt;
    IF P &amp;gt; 1000 THEN&lt;br /&gt;
        IF P &amp;gt; 2000 THEN&lt;br /&gt;
            P = 2000 + (P - 2000) * 0.5&lt;br /&gt;
        P = 1000 + (P - 1000) * 0.5&lt;br /&gt;
&lt;br /&gt;
In layman's terms: if P is above 1000, then P is the average of itself and 1,000. However, if P is above 2,000, then P will first be the average of itself and 2,000, before averaging with 1,000.&lt;br /&gt;
&lt;br /&gt;
Finally, with [[Randy Random]], a raid's points gets multiplied by anywhere from 0.5x to 1.5x, meaning that you could face more or less powerful raids than usual with this storyteller.&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
So now lets plug in some real-world numbers: your colony has 4 people, it's been 17 days, and this is the colony's third raid. Your item wealth is 11,000, your building wealth is 4,000, and you're playing on rough difficulty. The raiders are attacking immediately.&lt;br /&gt;
&lt;br /&gt;
The values in the formula will be as follows:&lt;br /&gt;
&lt;br /&gt;
'''C''' = 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''iW''' = 11000&amp;lt;br&amp;gt;&lt;br /&gt;
'''bW''' = 4000&amp;lt;br&amp;gt;&lt;br /&gt;
'''sR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''lR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''D''' = 0.65&amp;lt;br&amp;gt;&lt;br /&gt;
'''T''' = 0.7&amp;lt;br&amp;gt;&lt;br /&gt;
'''R''' = 0.9&lt;br /&gt;
&lt;br /&gt;
Plugging these values into the formula:&lt;br /&gt;
&lt;br /&gt;
'''P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 298 * 0.4095''' thus&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122.031''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122'''&lt;br /&gt;
&lt;br /&gt;
Therefore, the raid will be 122 points.&lt;br /&gt;
&lt;br /&gt;
== Defense strategies ==&lt;br /&gt;
''For a more comprehensive list of strategies, see [[Defense tactics]].'' &amp;lt;br&amp;gt;&lt;br /&gt;
''For constructed defenses to hold against raiders, see [[Defense structures]].''&lt;br /&gt;
&lt;br /&gt;
It is recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance, as raiders tend to set fire to them, potentially causing huge damage. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.&lt;br /&gt;
&lt;br /&gt;
=== Raider preparation ===&lt;br /&gt;
Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your [[deadfall trap|traps]] are. This doesn't apply to other factions, though—if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps.&lt;br /&gt;
&lt;br /&gt;
=== Siege defense ===&lt;br /&gt;
When faced with a siege, there are a few coping strategies you can use.&lt;br /&gt;
&lt;br /&gt;
You can choose to either to assault the mortar base or wait it out and repair the damage as best as you can. The choice mainly depends on the surroundings of the mortar base and your base's position. If your base is located under a mountain (your base tiles will read ''Overhead Mountain'' when you hover your cursor over them), the mortar shells won't be able to hit those tiles at all! This makes deep mining a very effective strategy against heavy bombardment. If you don't build your base into a mountain, you should at least consider digging out at least one panic room for your colonists to hide within from the shells.&lt;br /&gt;
&lt;br /&gt;
If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid assaults ===&lt;br /&gt;
Mechanoids come in four types, lancers, scythers, pikemen and centipedes. They have much differing stats and weapons, meaning different tactics may be used.&lt;br /&gt;
&lt;br /&gt;
In most raids where they come/ drop in at the edges, the scythers will outrun the centipedes by a great margin, giving plenty of time to deal with them before the centipedes.&lt;br /&gt;
&lt;br /&gt;
==== Lancers ====&lt;br /&gt;
Lancers are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as [[assault rifle]]s or [[bolt-action rifle]]s are vital.&lt;br /&gt;
&lt;br /&gt;
Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Scyther ====&lt;br /&gt;
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.&lt;br /&gt;
&lt;br /&gt;
Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies.&lt;br /&gt;
&lt;br /&gt;
==== Pikemen ====&lt;br /&gt;
Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal.&lt;br /&gt;
&lt;br /&gt;
Due to the pikemen's weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Centipedes ====&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[minigun]] and [[heavy charge blaster]] can annihilate groups of colonists, while the [[inferno cannon]] sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed.&lt;br /&gt;
&lt;br /&gt;
Centipedes wielding the Minigun and Heavy Charge Baster can be cheesed simply by making a lone colonist, preferably with a personal shield, stand in front of your other colonists. The centipede will target that colonist, but be unable to hit it due to the forced miss radii. Watch out for friendly fire. &amp;lt;br&amp;gt;&lt;br /&gt;
The Inferno cannon is not as destructive towards your colonists, but is annoying to deal with. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.&lt;br /&gt;
&lt;br /&gt;
Engaging it in melee is not recommended due to its armor, high health and heavy damage.&lt;br /&gt;
&lt;br /&gt;
=== Tribal raids ===&lt;br /&gt;
Tribal raiders come in large numbers, but with relatively poor equipment; as such, it may require different strategy compared to pirate or outlander raids.&lt;br /&gt;
&lt;br /&gt;
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. &amp;lt;br&amp;gt;&lt;br /&gt;
However, as tribalwear does not provide protection and they do not wear any form of regular armor, they are easier to kill individually than other raiders.&lt;br /&gt;
&lt;br /&gt;
Crowd control is an important aspect in defeating tribal raids. The [[minigun]] or [[LMG]] is an effective weapon to use as it can easily mow down groups of raiders.&lt;br /&gt;
&lt;br /&gt;
Explosive weapons are also useful in crowd control.&lt;br /&gt;
&lt;br /&gt;
Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit. &amp;lt;br&amp;gt;&lt;br /&gt;
Grenades can hit archers hiding behind cover, though you have to risk a colonist or two in order to even get close enough to throw them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their archers are dangerous; their bows can be fired from a somewhat long distance, their pila can easily kill or incapacitate a colonist, and they always come in a large volley. As with most defensive strategies, cover is essential when fighting them.&lt;br /&gt;
&lt;br /&gt;
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Sniper squad and mercenary squad added.&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Raiders come from specific factions and don’t always drop from orbit. Tribal raiders now spawn and attack.&lt;br /&gt;
* [[Version/0.5.492|0.5.492]] -  Sieges added.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Sappers added. Raiders now opportunistically ignite crops on fire. &lt;br /&gt;
** A11B - Siegers can never use melee weapons. Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Sappers now avoid mining through high-health ores and barriers.  Siegers will never be sent with only melee weapons ... again?&lt;br /&gt;
&lt;br /&gt;
{{nav|factions|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sterile_tile&amp;diff=72932</id>
		<title>Sterile tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sterile_tile&amp;diff=72932"/>
		<updated>2020-07-05T19:25:54Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|structure|&lt;br /&gt;
|name = Sterile tile&lt;br /&gt;
|description = Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build.&lt;br /&gt;
|image = ground sterile tile.png|Sterile tile&lt;br /&gt;
|info = &lt;br /&gt;
|type = Floor&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|speed = 1&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|resources to make = {{icon|steel|3}} + {{icon|silver|12}}&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Sterile tile''' is one of the floors that you can construct. It has the highest [[Room stats#Cleanliness|cleanliness stat]] of 0.6.  &lt;br /&gt;
&lt;br /&gt;
Sterile tiles decrease the probability of infection in a [[Room roles|hospital]] and the probability of [[Ailments#Food poisoning|food poisoning]] in a [[Room roles|kitchen]]. Since [[Research]] is also affected by room cleanliness, research will gain a slight bonus if done in a room with sterile tile.&lt;br /&gt;
&lt;br /&gt;
Requires Construction level 6 and Electricity &amp;gt; Sterile materials researched to build.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Healer_mech_serum&amp;diff=72505</id>
		<title>Healer mech serum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Healer_mech_serum&amp;diff=72505"/>
		<updated>2020-06-22T18:47:04Z</updated>

		<summary type="html">&lt;p&gt;Cimanyd: /* Strategy */ update link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Exotic Item&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = MechSerumHealer&lt;br /&gt;
| description = A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed.&lt;br /&gt;
| label = healer mech serum&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| tech level = spacer&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| flammability base = 0&lt;br /&gt;
| deterioration rate base = 2&lt;br /&gt;
| market value base = 1000&lt;br /&gt;
| max hit points base = 80&lt;br /&gt;
| mass = 0.2&lt;br /&gt;
| quest item = true&lt;br /&gt;
}}&lt;br /&gt;
The '''Healer mech serum''' is an item that can be awarded from quests.&lt;br /&gt;
&lt;br /&gt;
Pawns can be directed to use it, or it can be administered by medical procedure. When used, it instantly removes the most severe health problem on the pawn, with few exceptions. If there are no healable conditions, the serum will still be used up.&lt;br /&gt;
&lt;br /&gt;
== Exceptions ==&lt;br /&gt;
&lt;br /&gt;
Below are the conditions which the serum '''cannot''' treat:&lt;br /&gt;
* Luciferium need&lt;br /&gt;
* Drug tolerances&lt;br /&gt;
&lt;br /&gt;
To regrow a missing body part, the artificial part has to be removed first (by surgery) before the serum is applied.&lt;br /&gt;
&lt;br /&gt;
Any other condition can be treated, including blood loss, malnutrition, heatstroke/hypothermia, diseases, toxic buildup, even other drug addictions – in many cases you do ''not'' want to treat these conditions with the serum, unless they would lead to certain death.  Do not apply the serum unless absolutely certain it will heal the correct condition.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Many crippling conditions can only be cured by this item.  It should thus be used wisely.  Even missing limbs or failed organs can be replaced, while a demented brain can not.  The serum should be saved for situations where all other treatments fail, or when the pawn would certainly die if untreated (usually an infection or disease about to become fatal).&lt;br /&gt;
&lt;br /&gt;
Do not expect to find more than a handful of these serums during a playthrough, if even that many.&lt;br /&gt;
&lt;br /&gt;
* Great for colonists with brain damage, dementia and frailty.&lt;br /&gt;
** There is no other way to heal these chronic ailments, which can be quite crippling, other than killing the pawn and then applying a [[Resurrector mech serum]], which is another very rare item that can cause adverse side-effects.&lt;br /&gt;
** Brain scarring (not dementia or chemical damage) could be treated with [[Luciferium]], which will, however, cause immediate hard dependence on the drug, which is very costly in the long run.&lt;br /&gt;
* Repair shattered spines or pelvises to allow colonists to function again (the former can however also be fixed with a [[bionic spine]]).&lt;br /&gt;
* Immediately end a colonist's [[Mental break#Catatonia|catatonic break]] at quite a cost. Do so when the colonist is vital to your colony's operations -- this should be a very rare occasion.&lt;br /&gt;
* Prevent [[Ailments#Resurrection psychosis|resurrection psychosis]] from taking over your resurrected colonist. Do note that resurrection psychosis is not revealed until it reaches its second stage, but will still be cured by using a Healer mech serum if used before it is discovered.&lt;br /&gt;
* This is the only option to fix certain Social penalties in the base game, such as the Disfigured debuff from a missing nose.&lt;br /&gt;
**A missing nose can be fixed with the [[aesthetic nose]], but you need the [[Royalty DLC]] installed.&lt;br /&gt;
&lt;br /&gt;
Organs that occur in pairs (kidneys, eyes, ears) will always be healed in pairs (e.g. the serum would cure a cataract in both eyes, not just one). Replacements however occur individually.&lt;br /&gt;
&lt;br /&gt;
== Order of conditions treated ==&lt;br /&gt;
&lt;br /&gt;
The serum will heal conditions according to severity, in this order:&lt;br /&gt;
# Missing limbs&lt;br /&gt;
#* Legs &amp;gt; shoulders/arms&lt;br /&gt;
# Toxic buildup&lt;br /&gt;
# Diseases, in order of severity&lt;br /&gt;
# Frail&lt;br /&gt;
# Alzheimer's&lt;br /&gt;
# Dementia&lt;br /&gt;
# Scars on the brain&lt;br /&gt;
# Missing organs&lt;br /&gt;
#* Lungs &amp;gt; kidneys&lt;br /&gt;
# Drug addiction&lt;br /&gt;
# Scars on other parts&lt;br /&gt;
&lt;br /&gt;
=== Note ===&lt;br /&gt;
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The game does not necessarily rank the severity of conditions in the same way the player would.  This can lead to the &amp;quot;wrong&amp;quot; condition being healed, since the serum only heals one condition.  As an example, a &amp;quot;major infection (developed immunity)&amp;quot; is rated ''worse'' by the game than &amp;quot;Alzheimer's (minor)&amp;quot;, even though the latter is normally incurable, while the former condition is not even a practical problem.  Make sure to check the health condition of the pawn carefully before administering the serum.&lt;br /&gt;
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== Version history ==&lt;br /&gt;
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It was added in Beta 18. At that time it could treat injuries and ailments, but could not treat some conditions, notably diseases.&lt;br /&gt;
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In Beta 19/1.0 its function was expanded such that it can now treat nearly all health conditions.&lt;br /&gt;
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{{nav/questitems}}&lt;/div&gt;</summary>
		<author><name>Cimanyd</name></author>
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