Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total skill XP in a random skill.After lethality is removed, the usual deathrest mechanics take place. Pawns with the Deathrest gene too instead enter deathrest, and lose all Hemogen.Does not regenerate limbs or organs, except for the torso.This coma lasts until otherwise fatal conditions are removed, then 7 days after that. If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into a regenerative coma.As long as the brain remains intact, a carrier of this gene will never die. Rate linearly slows as the pawn gets older.Ĭarriers of this gene have archites in the blood which will sustain their life processes no matter what. By 18, the aging process stops completely. Starting at the age of 13, carriers begin to biologically age slower. Does not affect pre-existing conditions.Ĭarriers of this gene have archites in the bloodstream which continuously reverse the process of aging.Prevents these conditions from any source, not just aging.Total immunity to carcinoma, heart attack, and chronic conditions ( Alzheimer's, Asthma, Artery blockage, Cataracts, Dementia, Frail, but not Hearing Loss).They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia. Only prevents new illnesses.Ĭarriers of this gene do not go through senescence in the normal way. Does not affect pre-existing conditions.These are all the diseases that are fatal and that adult colonists can acquire. Immune to Flu, Malaria, Sleeping sickness, Plague, Infection, and Lung rot.They are totally immune to most normal illnesses. If using this ability is lethal, then the caster will lose all of their xenogenes upon death.Ĭarriers of this gene have archite-enhanced immune systems which intelligently destroy invaders.Using this ability while genes are regrowing kills the pawn.Causes genes to regrow for 2 years afterwards. Passes on a copy of all xenogenes to a target.When implanted, a xenogerm will overwrite the target's xenogenes. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. Implant this person's xenogenes into a willing subject using a special injector organ. If they implant while their genes are regrowing, they will die. Their own genetic material will then regrow very slowly. Heals 1 scar, permanent injury, or chronic condition ( Alzheimer's, Asthma, Cataracts, Carcinoma, Dementia, Frail, Hearing Loss and Blindness) every 15-30 days, akin to (and alongside) luciferium.Ĭarriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ.The type of gene is shown both by its position in the gene tab of the pawn and its background:Ĭarriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back. 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). A gene assembler can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor. Note that genes with over 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.Ĭomplexity, denoted by the symbol, affects how many gene processors you need to create a xenogerm from a set of genes. 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%. 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). Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Metabolic efficiency, denoted by the symbol, controls the rate at which pawns get hungry. They can be obtained from character creation or implanted via xenogerm. Genes are a system for adding capabilities to human pawns. For a full explanation of the gene system see: Genetics