Genetic Template Mechanics

Summary

The purpose of the base genetic template mechanic is simply to show how a species is designed for the sake of creating and balancing new pure species for play in The FARAD System, or characters which may be genetically engineered, prior to any potential hybridization of ancestors or mutation that may occur when creating a character.  It is an optional mechanic for a GM and their players to use when wishing to homebrew a new species, the aforementioned genetically engineered characters, or when creating a proposed species for possible inclusion in _ ( The FARAD System magazine, no idea on name for it yet ), future setting expansions or other supplements.

Genetic Base Format

All genetic bases for a specific pure species have 3 Dominant (D) and 2 Recessive (R) genes with a total of 10 max points for a golem, 20 max points for a creature, 30 max points spread between them for a person, and 40 for a terror.  All base species genes after their details have [Species] with which species it came from in order to help the player and GM keep track.

For a half-breed, there are 4 Dominant and 2 Recessive genes with a total of 12 max points for a golem, 22 max points for a creature, 32 max points spread between them for a person, and 42 max points for a terror. 

For a mixed-breed, there are 4 Dominant and 3 Recessive genes with a total of 14 max points for a golem, 24 max points for a creature, 34 max points spread between them for a person, and 44 max points for a terror. 

The dominance score is set by the remainder of the genetic trait points left after the genetic trait point evaluation, utilized to increase the dominance of a particular gene.  All genes start with at least a score of 3 on a pure species.  With each successive generation, genes which are further reinforced by the same type of gene may increase by 1 dominance point if not yet at max.  Those of a similar gene will remain at the same dominance point.  Those which are not further reinforced lose 1 dominance point and if at 0 dominance points or replaced by another genetic trait of higher score they will fall off. All genes, regardless of whether base or otherwise, should be denoted as [ species ] for the source. Genes reinforced by a similar gene but from a different source take the higher of the two scores and source, and rather than both reducing by 1 dominance point, the new one increases by 1 point if not already at a 10 dominance point score.

Species Prevalence Format

When making hybrids of any type, the total gene dominance scores from their sources are added together.

Any pure-breed in the mix gains 2 to prevalence.

Any half-breed in the mix gains 1 to prevalence to a species that is 2 or more ancestors in their grandparent ancestry.

When making family trees, this process continue per successive generation tracked until reaching the character in question. Then the top prevalence score gets the top racial and sex gene slot. The second prevalence score gets the middle racial and bottom sex gene slot. The third prevalence score gets the bottom racial gene slot.

Ethnicity Genetic Format

Even if a species does not have a differentiation between ethnicities in a particular setting, there are 3 ethnicity genes with a total of 12 max points spread between them. It is recommended to use all, as these do not have dominance scores.

When making a half-breed or mixed-breed, the top prevalence evaluated species gets the top gene slot, the next gets the middle and the third gets the bottom. Any species may have up to 10 races in total in a setting, though it is recommended to use fewer unless a particular setting has a significant variance in regions of the environment to have caused the broad range of ethnic differences.

All ethnic genes are listed as (E - evaluation score) details [Species].

Sex Gene Format

Even if a species does not have a differentiation between sexes in a particular setting, there are 2 sex genes with a total of 8 max points spread between them. It is recommended to use all, as these do not have dominance scores.

A player may choose whatever combination of sexes from the Ff, Mm, Nn they desire, but when making a half-breed or mixed-breed, the top prevalence evaluated species gets the top strong gene slot (F1, M1, or N1) and the next prevalent gets the weak gene slot (f2, m2, n2).

Any species may have a strong masculine (M1), weak masculine (m2), strong feminine (F1), weak feminine (f2), strong neuter (N1), and weak neuter (n2) gene created, and combinations allow for up to the 9 possible sexes, each with potentially different names based upon the primary gene's species source. Below are the combinations, in a table:

Sex Gene Combinations

M1m2 M1f2 M1n2
F1m2 F1f2 F1n2
N1m2 N1f2 N1n2

All Sex genes are listed as (S - evaluation score, sex gene type) details [Species]. For example (S-5, M1) Details [Species] for an evaluation of 5 on an M1 gene from the top slot in a particular species. This helps ensure a player and GM can see where the gene came from easily.

Mutation Gene Format

For those with mutations (M), a pure character may have 5 non-replacing mutations, a half-breed may have 4 non-replacing mutations, and a mixed-breed may have 3 non-replacing mutations, for a maximum of 10 genetic traits at one time before anything is replaced. Birth in certain locations or near certain entities in concentration may cause mutations, as may exposure to certain materials or energies while in the womb or after birth. After birth location is selected and affinities are rolled, the player may either have specific mutations already being applied, or if a player wishes to take them on despite not being forced, they may roll per the mutation chance to see if they may pick them up.

Regardless of means gained, per the type of mutation the GM (or player if the GM wishes to allow it) will roll per the appropriate type of mutation to see what they pick up, per 1d10 on the evaluation of the gene cost for range of genes within the assorted tables. Then the GM rolls 1d10/2 to see how dominant it is.

Any replacing mutations ( (MD) or (MR) depending on dominant or recessive ) attempted after ones are set first must have the GM roll for its dominance and if less dominant than the lowest dominant and lowest recessive, it will not occur. If its score is higher than the lowest recessive but not higher than the highest recessive, it will replace the lowest recessive gene at minimum. If it is higher than the highest recessive and lowest dominant, it will replace the lowest dominant gene at minimum.

If its score is higher than other genes in its section, it will move to the bottom slot for that score rating, pushing all others below downward, including pushing the lowest one off entirely. Any replacing mutations will still follow the same rules of point cap and reduction of gene dominance score.

Note: A GM may allow the player to roll an additional 1d10/2 in order to increase their chances of picking up a particular non-replacing or replacing mutation for story purposes if suitable, or alternatively, may simply decide to allow it regardless for story purposes. It is cautioned not to do the latter unless all players are given one mutation of choice of a particular evaluation in order to be fair to all players in their campaign.

Legacy Gene Format

Those with lineages from Adecrea Hosts (LA), Loa (LL), Numina (LN), Pragur (LP), or Spectral (LS) Hosts have 1 respective gene per grandparent of said lineage, with a maximum of 2 legacy genes, each evaluated at a maximum of 1d10 rolled by the GM if the character does not know about it yet, and it is considered locked until story purposes unlock it as revealed by the GM.

If a character knows their legacy already, the maximum is 1d10/2 evaluation. At that point, or when it is revealed by the GM if not previously known, after the details [Originator of Legacy] should be listed to help the player and GM keep track more easily.

These genes have a maximum 2 dominance if their parent was an Adecrea Host, Numina or Pragur Host, and after three generations it will entirely fall off.

Genetic Trait Point Evaluation

Per category of genes:

1 Turn Phase Bonus = 3 points per daily Turn Phase Bonus. A turn phase bonus is an additional free action which may be utilized within a single turn of a round of combat per day. The maximum Turn Phase Bonus in a single gene is 3 total for 9 points. The maximum allowed in any category without mutation is 6 for 18 points.

1 Stat Boost = 2 points. The type of Stat Boost must be listed in the details of the gene. A Stat Boost is added to the stat at level 0, prior to any additional leveling which may be done as part of entity creation or gameplay. The maximum Stat Boost is 4 total for 8 points. The maximum allowed in any category without mutation is 6 for 18 points.

1 Situational Stat Boost = 1 point for one specific usage and purpose of the one situational stat benefit. The type of Situational Stat Boost must be listed in the details of the gene. Outside this specific situation, the stat boost does not apply and should not be added to the stat total, but documented separately during gameplay. Any situational stats that apply are utilized first and do not renew until enough time has passed during the applicable recovery method. The maximum Situational Stat Boost in a single gene is 4 total for 4 points. The maximum allowed in any category without mutation is 8 for 8 points.

1 Skill Check Boost = 1 point. The type of Skill Check Boost must be listed in the details of the gene. A Skill Check Boost is added to the skill check at level 0, prior to the chronicle, any attribute pool utilization, training or leveling. It may be added as +1 to a sole Sub-Attribute Skill Check or Combined Skill Check. The maximum singular Skill Check Boost in a single gene is 4 total for 4 points. The maximum allowed in any category without mutation is 12 for 12 points.

1 Daily 1/2 Die Advantage = 1 point. Multiple Daily Advantages of the same type may be utilized singularly or together for a larger amount, but do not have critical roll effects unless a whole die is used. The type of advantage must be listed in the details of the gene itself, being able to be used on stat spending, attribute checks, skill checks, ability damage, defense using stats. The maximum Daily 1/2 Die Advantages in a single gene is 4 total for 4 points. The maximum allowed in any category without mutation is 8 for 8 points.

1 Daily 1/2 Die Source Absorption = 2 points. Multiple Daily Die Source Absorptions may be utilized singularly or together for a larger amount, but do not have critical roll effects unless a whole die is used. The type of source absorption must be listed in the details of the gene itself, being able to be used on any singular source. When absorbing damage of effect from an ability, the absorbed amount is equal to the die roll, up to the number of domains used in the ability that uses that particular source. As one is affected by an ability with that source in it, they are able to feel its power and choose to utilize the absorption on a singular ability per use allowed of this absorption, or to let the ability affect them and save it for a later one. If the ability deals damage, the damage is reduced by the number of domains absorbed first, before any other effect is reduced or stopped. Regardless of the amount of damage or other effect absorbed, one only gains an additional point which may be used for other abilities or item abilities which require a particular source to be absorbed for a conditional to be met, or for item creation purposes. However, if at the end of a day it is not used, it will be added to the current souce pool fill amount, regardless of whether rest or recovery occurs. The maximum Daily Source Absorptions allowed in a singular gene is 4 total for 8 points. The maximum allowed in any category without mutation is 6 for 12 points.

1 Daily 1/2 Die Domain Absorption = 1 point. Multiple Daily Die Domain Absorptions may be utilized singularly or together for a larger amount, but do not have critical roll effects unless a whole die is used. The type of domain absorption must be listed in the details of the gene itself, being able to be used on any singular domain. When absorbing damage of effect from an ability, the absorbed amount is equal to the die roll, multiplied by number of times that domain is used in the ability. As one is affected by an ability with that domain in it, they are able to feel its power and choose to utilize the absorption on a singular ability per use allowed of this absorption, or to let the ability affect them and save it for a later one. If the ability deals damage, the damage is absorbed first, using that domain is reduced by the half per die used, up to one hundred percent on two uses of the same domain within an ability if four die are used. If it has any other effect with that domain, it is reduced or stopped accordingly. Regardless of the amount of damage or other effect absorbed, one only gains an additional point which may be used for other abilities or item abilities which require a particular domain to be absorbed for a conditional to be met, or for item creation purposes. However, if at the end of a day it is not used, it will be added to the highest non-full current souce pool fill amount, regardless of whether rest or recovery occurs, and does not roll over excess to another source pool. The maximum Daily 1/2 Die Domain Absorptions allowed in a singular gene is 4 total for 4 points. The maximum allowed in any category without mutation is 10 for 10 points.

1 Source Adaption = 2 points. The type of Source Adaption must be listed in the details of the gene. This grants an additional +1 point of Stat Resistance to any Domain Adaptions that apply, +1 to that particular source pool's maximum size, +1 stability to abilities using that source, and +1 damage dealt when using the source in an ability. The maximum Source Adaptions allowed in a singular gene is 4 total for 8 points. The maximum allowed in any category without mutation is 6 for 12 points.

1 Domain Adaption = 1 point. The type of Domain Adaption must be listed in the details of the gene. This grants +1 point of Stat Resistance to any Domain Adaptions that apply, +1 to any item creation check using that domain, +1 stability to abilities using that domain, and +1 damage dealt for each use of that domain in an ability. The maximum Domain Adaptions allowed in a singular gene is 4 total for 4 points. The maximum allowed in any category without mutation is 8 for 8 points.

1 Ability = 1 point per 2 Ability Cost and 1 point less per Ability Cost on ranking it up after rank I. Genetic trait abilities also gain one more use per cost, but the ability must still be created in a way possible for an entity without this gene to be capable of replicating with proper knowledge and creativity. Due to a gene having a max evaluation of 10, the maximum ability cost is 20, which is far above all but the most potent and specific of abilities. The maximum number of genetic abilities allowed in any category in a pure species without mutation is 2 abilities per category. The maximum in a hybrid entity without mutation is 3 abilities per category.

1 Luck Die Bonus = 2 points. A Luck Die Boost gives an additional Positive Luck Die at level 0, prior to any additional given at the start from other traits or GM bonuses, and one additional Positive Luck Die when obtaining a critical roll on a Negative Luck Die spend. The maximum Luck Die Boost in a single gene is 3 total for 6 points. The maximum allowed in any category without mutation is 5 for 10 points.

1 Desperation Die Bonus = 4 points. A Desperation Die Boost gives an additional Desperation Die per stat under 20% of an entity's rested maximum. The maximum Desperation Die Boost in a single gene is 2 total for 8 points. The maximum allowed in any category without mutation is 4 for 16 points.

1 Survival-Driven Environmental Adaption = 1 point per quality. Each Survival-Driven Environmental Adaption allows for specific bonuses based on a specific type of environment element that their lineage has adapted toward. Some species may be able to breath water rather than, or in addition to air. Others might have difficulty breathing in more polluted air while others are seemingly unaffected by certain amounts of pollution. The maximum in any category without mutation is the entirety of that category's total points available. Below and on the next page are example Survival Driven Environmental Adaption options and suggested tips for balancing:

Respiration Types: All living entities have one starting respiration type, but may have more than one. The maximum additional Respiration Types in a single gene is 2, and the most within different genes per genetic category is 3. The type must be listed in the details.

Sustenance Flex: All entities have a default starting set of sustenance minimums and maximums, but some may be able to either consume something normally considered non-edible to their species temporarily and process it, or be able to adapt their form due to changes in their diet. The maximum additional Sustenance Flex types in a single gene is 2, and the most within different genes per genetic category is 3. The types must be listed in the details.

Domain Channel: Some entities are able to channel certain domains into a specific one of their own basic attributes and skills, for the purposes of damaging, blocking, shielding or other capabilities. The maximum Domain Channels of a single type per genetic category is 2, and the most of different statistic types per genetic category is 3. The type must be listed in the details.

Size Alteration: Intentionally altering the entity with this gene's size outside of abilities, typically for inflating for intimidation or condensing for fitting through tight spaces. The maximum Size Alteration without a status effect within an ability is increasing or decreasing by 2 sizes within a single gene, and the most per genetic category is 3. The type must be listed in the details.

Statistic Drain: Spending a statistic of an entity's own capabilities for the sake of draining an amount from another entity. The maximum Statistic Drains of a single type per genetic category is 1, and the most of different statistic types per genetic category is 2. The type used and type drained must be listed in the details.

Illusionary Form: Allowing the form of an entity to appear to be that of another entity or a hybrid of their own and that entity, at the cost of a statistic spend. A maximum of 1 illusionary form may be up at a time and it may only apply to the entity themself if from a Survival-Driven Environmental Adaption instead of from an ability. The details of the type of Illusionary Form must be consistent and in the details of the gene, though they may be subjective to another entity's own observations and form. The maximum Illusionary Form possibilities within a single gene per genetic category is 1, and the most of different Illusionary Forms per genetic category is 2.

Genetic Stability: Allowing an entity to be more or less resistant to different types of mutation possibility. This may make a species more civilized in areas where mutations are common and affecting the sanity of those affected by certain types of mutations, or make them more likely to mutate and better adapt to the area. The maximum Genetic Stability alteration within a single gene per genetic category is 2, and the most of different statistic types per genetic category is 4. The type must be listed in the details.

Age Alteration: Being able to spend from a statistic to age or reverse aging of the entity with this gene by 1/2 die per number of that statistic spent. An ability may allow aging or reversing aging of the entity further or affect other entities, but this gene may only affect the entity with the gene, and must detail whether aging or reversing aging, and which statistic is spent. The maximum Age Alteration possibilities within a single gene is 6, and the most within different genes per genetic category is 10. The type must be listed in the details.

Range Increase: Every entity has its own range, and with this, a species may have much further range than one might assume from their size, height and level. The maximum Range Increase within a single gene is 2, and the most within different genesper genetic category is 4.

Innate Skill: Some entities are born with inclinations toward certain things that they can further train and accentuate, with greater ease than others whose body, mind or soul may simply not have such easy inclinations. For certain species, these innate skills are common through almost all of their members, such as animals that walk from birth or locate ancestral grounds even without ever being there before themselves. Those with an innate skill may utilize 4 daily 1/2 die rolls per 25 training trait buffer as per a genetic natural skill that is not a constant bonus, but something which must be trained to control. The maximum Innate Skills within a single gene is 2, and the most within a single genetic category is 5. The type must be listed in the details.

1 Sensory Adaption = 1 point per quality. Each Sensory Adaption allows for specific bonuses based off of a sensory type, such as seeing better in the darkness or bright conditions, feeling vibrations through the ground, and other possibilities. The maximum in any category without mutation is the entirety of that category's total points available. It is highly recommended that a species should have tiers of sensory adaption toward the deviance from the default General type of that sense, rather than not having any intermediate stages of sensory input deviance. All officially released species will utilize this tiered setup, but a GM may themselves create or allow their players to create species that do not use such if they so wish. However, in doing so, the creator of the species may find that other GMs may elect not to allow non-tiered species for the sake of balance within their own game sessions. Below are example Sensory Adaptions:

Sight Types: Different sight types may replace or add to the default sight type most species have, and a species that has an additional type of sight may notice things other species do not. The maximum Sight Types within a single gene is 3, and the most within a single genetic category is 5. The type must be listed in the details. Some suggested sight types are:

General Vision – This is the default for most species, allowing for observation of visible light.

Dimlight Vision – This is one step beyond General Vision toward seeing better in low lighting conditions.

Darkblight Vision – This is one step beyond Dimlight Vision toward seeing better in even lower lighting conditions.

Blindsight Vision – This is one step beyond Darkblight Vision toward seeing without any light.

Overbright Vision – This is one step above General Vision toward seeing better in high lighting conditions.

Burstlight Vision – This is one step beyond Overbright Vision toward seeing better in higher lighting conditions.

Dawnbreath Vision – This is one step beyond Burstlight Vision toward seeing without any shadows or diminishing of pure light.

Infrared Vision – This is being able to see heat signatures rather than or in addition to General Vision.

Ultraviolet Vision – This is being able to see ultraviolet light signatures rather than or in addition to General Vision.

Auralit Vision – This is being able to see lingering spiritual power overflowing an individual, either from sheer potency of their soul or an affect on their soul from another who may not be properly concealing it.

Soulsight Vision – This is being able to see spectral entities, cor and soul that are invisible or faintly concealed, and ectoplasmic residue.

Truesight Vision – This is being able to see through illusion to the true form beneath, to see imperfections in objects and structures, and to better identify falsehood when an individual is visible and speaking toward the entity that has Truesight Vision.

Hearing Types: Different sight types may replace or add to the default sight type most species have, and a species that has an additional type of hearing may notice things other species do not. The maximum Hearing Types within a single gene is 2, and the most within a single genetic category is 4. The type must be listed in the details. Some suggested hearing types are:

General Hearing - This is the default for most species, allowing for observation of audible sound.

Infrasonic Hearing – This is hearing sounds lower in pitch than the General Hearing audible range.

Ultrasonic Hearing – This is hearing sounds higher in pitch than the General Hearing audible range.

Farflung Hearing – This is hearing distant faint sounds better than the General Hearing audible range.

Echobond Hearing – This is hearing and discerning echoed sound's source better than General Hearing.

Whisperbreak Hearing - This is hearing and discerning whispered sounds better than General Hearing within one's offensive range.

Pitchheld Hearing - This is hearing and discerning specific frequencies of sound and knowing the exact pitch or pitches necessary to replicate it.

Smell Types: Different smell types may replace or add to the default smell type most species have, and a species that has an additional type of smell may notice things other species do not. The maximum smell types within a single gene is 2, and the most within a single genetic category is 4. The type must be listed in the details. Some suggested smell types are:

General Smelling - This is the default for most species, allowing for observation of standard scents.

Hyposmia – A decreased ability to smell and be affected by different scents.

Anosmia – The inability to smell and be affected by any type of scent, this is the lowest smell type.
Hyperosmia – An increased acute sense of smell, being able to track more easily but also more affected by types of scent.

Hauntnose – A capability to pick up the faintest of scents and be able to track them, but being even more affected by types of scents.

Ionnose – A capability to smell faint electrical currents and ionization prior to an electric discharge like lightning.

Chemnose – A capability to smell faint molecular traces and identify them within extremely close distances, even without other mediums, such as a toxin within a glass of water.

Touch Types: Different touch types may replace or add to the default touch type most species have, and a species that has an additional type of touch may notice things other species do not. The maximum touch types within a single gene is 2, and the most within a single genetic category is 4. The type must be listed in the details. Some suggested touch types are:

General Touch - This is default for most species, allowing for observation of standard touched details.

Frailbrush Touch - This is touch and discerning details worse than General Touch, but not being as easily distracted by being touched by something else.

Porous Touch - This is touch and discerning details slightly better than General Touch, but being more easily distracted by being touched by something else

Taste Types: Different taste types may replace or add to the default taste type most species have, and a species that has an additional type of taste may notice things other species do not. The maximum taste types within a single gene is 2, and the most within a single genetic category is 4. The type must be listed in the details. Some suggested taste types are:

General Taste - This is default for most species, allowing for observation of standard tasted details.

Refined Taste - This is taste above General Taste, picking out clear details of basic flavoring easily.

Dulled Taste - This is taste below General Taste, not discerning flavors well, but also less affected by hot spices and the like.

Chemtongue - This is a capability to taste something and be able to taste faint molecular traces and identify them within a larger consumable item, such as being able to identify a type of poison by the slightest of tastes.

Vibration Types: Different vibration types may replace or add to the default vibration type most species have, and a species that has an additional type of vibration may notice things other species do not. The maximum vibration types within a single gene is 2, and the most within a single genetic category is 4. The type must be listed in the details. Some suggested vibration types are listed below:

General Vibration - This is feeling vibrations beyond just sound, and being able to discern them, such as moderate quakes.

Foreshock Sense - This is feeling vibrations beyond General Vibration, and being able to feel faint foreshocks, being able to predict quakes.

Mousefoot Vibration - This is feeling vibrations beyond Foreshock Sense, and being able to feel faint footsteps and identify the direction and potentially what type of entity is making them if having prior experience with them.

Dulled Vibration - This is feeling vibrations beyond just sound, but less than General Vibration, not noticing moderate quakes or being distracted by them.

Temperature Types: Different temperature types may replace or add to the default temperature type most species have, and a species that has an additional type of temperature may notice things other species do not. The maximum temperature types within a single gene is 2, and the most within a single genetic category is 4. The type must be listed in the details. Some suggested temperature types are:

General Temperature - This is feeling and detecting moderate sudden changes in temperature.

Blazedrawn - This is feeling and detecting faint increases in temperature and being less distracted by the heat.

Frostdrawn - This is feeling and detecting faint decreases in temperature and being less distracted by the cold.

Dulled Temperature - This is feeling and detecting only strong changes in temperature and being less distracted by the heat or cold.

Sensitive Temperature - This is feeling and detecting faint increases or decreases in temperature and being even more distracted by the heat or cold.

Temporal Types: Different temporal types may replace or add to the default temporal type most species have, and a species that has an additional type of temporal may notice things other species do not. The maximum temporal types within a single gene is 2, and the most within a single genetic category is 4. The type must be listed in the details. Some suggested temporal types are:

General Temporal - This is recognizing the passing of time and having a vague understanding of timing reliably for basic task coordination and understanding basic cause and effect and chaotic possibilities.

Cogheart Temporal - This is recognizing the passing of time and having a strong understanding of timing reliably for basic task coordination and understanding basic cause and effect, but having less understanding of chaotic possibilities.

Atomheart Temporal - This is recognizing the passing of time and having a stronger understanding of timing than Cogheart Temporal, and understanding complex cause and effect, but far less likely to predict chaotic possibilities due to their focus on what seems the most probable.

Slothful Temporal - This is recognizing the passing of time only through major alteration, and having a poor understanding of timing for task coordination, more relying on instinct and preparation for a myriad of possibilities than speed of response for the most probable ones.

Glacierhold Temporal - This is barely recognizing the passing of time and having almost no understanding of timing for basic task coordination, and a limited understanding of basic cause and effect, but having seen enough possibilities unfold to recognize the signs of some chaotic probabilities before most others.

Fallback Temporal - This is being able to utilize another type of sense with the temporal sense to observe things that have already passed within a defensive range for a period before the entity arrived.

Springforth Temporal - This is being able to utilize another type of sense with the temporal sense to observe things that may soon occur within a defensive range for a period after the entity arrives.

Ripplewake Temporal - This is being able to sense when the timeline has shifted from a paradoxical change caused by another nearby them, without drawing temporal entities toward the entity with this adaption, so long as they did not cause the change. This allows this entity to have one day to investigate and decide to how to react accordingly.

Timedodge Temporal - This is being able to sense alterations to the timeline by another entity and being able to sidestep to another sensed timeline.

Setting Types: Different setting types may replace or add to the default setting type most species have, and a species that has an additional type of setting may notice things other species do not. The maximum setting types within a single gene is 2, and the most within a single genetic category is 4. The type must be listed in the details. Some suggested setting types are:

General Setting - This is recognizing the localized physics and basic feel of a particular realm and recognizing when transitioning to another.

Portalskip – This is being drawn to active portals and being able to sense when they are closing or starting to open wider, as well as when they are closed but not fully sealed.

Rifthunter – This is being drawn to rifts when they are nearby, fully open or nearly closed, but not once they close and fully seal shut.

Tearseer – This is being drawn to tears as they form nearby and being able to sense when they are starting to close.

Aethereal Vision – This is being able to see into The Aether, and recognize entities originating from it that have not come through normal soul and cor formation processes, and sensing when an entity has been to The Aether recently, whether through death or separate from it, or has tethered themselves to it.

Voidstrung – This is being able to see into The White Void, and recognize entities originating from it, and sensing when an entity has been to The White Void recently, or has tethered themselves to it.

Pralshade – This is being able to see into The Black Abyss of Pral, and recognize entities originating from it, and sensing when an entity has been to The Black Abyss of Pral recently, or has tethered themselves to it.

Scabblade – This is being able to see into The Somnium Bleed, and recognize entities originating from it, and sensing when an entity has been to The Somnium Bleed recently, or tethered themselves to it.

Primehold – This is being able to see into The Primary Realm, and recognize entities originating from it, and sensing when an entity has been to The Primary Realm recently, or tethered themselves to it.

Starfell – This is being able to see into The Ascended Isles of Serseki, and recognize entities originating from it, and sensing when an entity has been to The Ascended Isles of Serseki recently, or tethered themselves to it.

Skybond – This is being able to see into The Hallowed Mists of Ragsendi, and recognize entities originating from it, and sensing when an entity has been to The Hallowed Mists of Ragsendi recently, or tethered themselves to it.

Greenbled – This is being able to see into The Glens of Tirae, and recognize entities originating from it, and sensing when an entity has been to The Glens of Tirae recently, or tethered themselves to it.

Flameborn – This is being able to see into The Barren Wastes of Thelatos, and recognize entities originating from it, and sensing when an entity has been to The Barren Wastes of Thelatos recently, or tethered themselves to it.

Seabred – This is being able to see into The Starry Oceans of Quantil, and recognize entities originating from it, and sensing when an entity has been to The Starry Oceans of Quantil recently, or tethered themselves to it.

Wishbane – This is being able to see into The Sifting Sands of Jahneer, and recognize entities originating from it, and sensing when an entity has been to The Sifting Sands of Jahneer recently, or tethered themselves to it.

Chipheld – This is being able to see into The Silicon Fields, and recognize entities originating from it, and sensing when an entity has been to The Silicon Fields recently, or tethered themselves to it.

Wayseek – This is being able to see into The Endless Labyrinth of Mazek, and recognize entities originating from it, and sensing when an entity has been to The Endless Labyrinth of Mazek recently, or tethered themselves to it.

Gemfist – This is being able to see into The Crystal Slumber of Feluk, and recognize entities originating from it, and sensing when an entity has been to The Crystal Slumber of Feluk recently, or tethered themselves to it.

Searchmate – This is being able to see into a specific pocket realm, and recognize entities originating from it, and sensing when an entity has been to that specific pocket realm recently, or tethered themselves to it.

1 Movement Bonus = 1 point per quality. Each Movement Bonus allows for specific bonuses based off of a potential movement type, such as gliding, hovering, flying, swimming and other possibilities. The maximum in any category without mutation is the entirety of that category's total points available. Below are example Movement Bonuses and suggested tips for balancing:

General Movement: For most species, this is walking with ease and running for a limited time, and potentially other movement types if an entity is skilled enough.

Gliding: Being able to slow descent when decreasing in altitude.

Hovering: Being able to maintain the same altitude without any supporting form of ground closely under the entity's appendages or frame.

Flying: Being able to increase or decrease altitude without any form of vehicle or mount.

Floating: Being able to move through a liquid as if walking, but being unable to move faster or alter depth without using a swimming check. The particular liquid must be listed in the details.

Swimming: Being able to move through a liquid as if walking or running, making the speed affected by the skill in it, being able to increase or decrease depth, but not necessarily being able to breath said liquid. The particular liquid must be listed in the details.

Sprinter: Being able to spend Endurance to regain Movement for the sake of running longer, but having less Endurance to keep the pace going.

Marathon: Being able to move spend Focus to regain Movement for the sake of extending running longer without burning up Endurance as fast as a Sprinter spends it.

Climbing: Being able to move at walking speed while ascending in elevation on steep grades or flat surfaces.

Digging: Being able to excavate as quickly as walking speed if having enough skill to break through the material.

Now, the last three design options utilize the term Quality, each referring to how effective that particular gene is at its primary, secondary and tertiary effects upon the entity and what it allows it capability to do. Gliding, for example, is something which could slow or speed up an entity beyond its running speed, depending on how efficient it is at gliding. The options are listed below, as well as some general guidelines.

Quality being:
Weak = -2, and -2 situational from Standard.
Slow = -1, no situational from Standard.
Moderate = Standard, -1 situational from Standard.
Normal = Standard.
Steady = Standard, +1 situational from Standard.
Swift = +1, no situational from Standard.
Strong = +2, and +2 situational from Standard.

As long as it does not exceed the maximum limits of an option per category, the Variance or Situational + or – may enable certain options, with Variance being constant, and Situational only taking effect when that specified situation comes into play:

Statistic Alteration: A plus or minus per the Quality, which must be declared in the details of the genetic trait as a specific Statistic.

Skill Alteration: A plus or minus per the Quality, which must be declared in the details of the genetic trait as a specific Sub-Attribute Skill or Combined Skill.

Range Alteration: A plus or minus per the Quality, which must be declared in the details of the genetic trait as the type of range affected.

Mutation Chance: A plus or minus per the Quality, which must be declared in the details of the genetic trait as to how the chance is altered.

Size Flexibility: A plus or minus per the Quality, which must be declared in the details of the genetic trait as to how whether one increases or decreases in size due to flexibility to compress or expand according to the details in the gene. This does not cause a change in weight, range or any other aspect other than the space occupied.

Other Genetic Options: A plus or minus per the Quality, which must be declared in the details of the genetic trait as to any non-Ability other non-Quality driven adaption or bonus.

For the Standard itself, it enables one with the trait to do one of the following, as per how the trait itself is designed:

Altered Form: Appear to be another entity of similar size via illusion or transformation. The particular details must be declared in the genetic trait.

Typed Effect: Utilize one Untyped Attribute or Sub-Attribute Damage, Block, Shield or other Effect as a Domain or other type Damage or Effect. The particular details must be declared in the genetic trait.

Cost Skill Boost: Utilize an unused point of a Statistic (such as FP) as a 1/2 Die Bonus to a Skill Check. The particular details must be declared in the genetic trait.

Cost Statistic Boost: Utilize an unused point of a Statistic (such as FP) as a 1/2 Die Bonus to a Statistic. The particular details must be declared in the genetic trait.

Cost Age Alteration: Utilize an unused point of a Statistic (such as FP) as a 1/2 Die Bonus to a increasing or decreasing age by weeks. The particular details must be declared in the genetic trait.

Disease Resistance: Utilize an unused point of a Statistic (such as FP) as a 1/2 Die Bonus to resist a singular disease or Full Die Bonus to a category of diseases. The particular details must be declared in the genetic trait.

Statistic Drain: Utilize an unused point of a Statistic (such as FP) to drain a Statistic from another entity in defensive range. The particular details must be declared in the genetic trait.

Reshaped: Utilize an unused point of a statistic (such as FP) to alter themselves into another equally pointed form or size beyond Size Flexibility, taking all benefits of the altered size or form that are Genetic Quirks, but not the genes themselves. The particular details must be declared in the genetic trait.

Equal Movement: Utilize a movement type as if it were equal to another more common one (such as swimming in water equal to normal walking speed). The details must be declared in the genetic trait.

Equal Senses: Utilize a sensory type as if it were equal to another more common one (such as having Darkblight Vision). The particular details must be declared in the genetic trait.

Equal Adaption: Utilize an environmental type as if it were equal to another more common one (such as having amphibious lungs to breath water and air). The details must be declared in the genetic trait.

Innate Skill: Utilize 4 Daily 1/2 Die rolls per 25 training trait buffer as per a genetic natural skill that is not a constant bonus, but something which must be trained to control. The particular details must be declared in the genetic trait.

Genetic Design and Generational Balance

If a designed species has spare points left at the end of base genetic trait evaluation, the remaining points may be spent on the dominance of a particular gene to make it pass on more often than not. Typically this becomes +1 point to the highest current evaluated Dominant genetic trait, then +1 point to the highest current evaluated Recessive genetic trait, then the next highest evaluated Dominant genetic trait, and so forth until all remaining points have been spent. However, the points may be spent on whichever genes are intended to become the most likely to pass on to hybrids. If solely stacking points into evaluation, species designers will find that their species may be powerful, but even half-breeds of their species may quickly lose most if not all genetic traits, so it is recommended at least one Dominant genetic trait has a dominance score of 6 or higher. The more points that a designed species has spent for genetic evaluation cost over gene dominance, then the less likely it will be that gene will pass on to hybrid generations. In a multicultural and hybrid species environment, any species that has little genetic dominance may become withdrawn from crossbreeding, or it will diminish across multiple generations. Either option works for narrative, but it is something to keep in mind for suspension of disbelief and cultural design.

Genetic Quirks

Genetic Quirks are details that are not passed on with dominance or prevalence, but are rather averaged out when making hybrids and family trees. All genetic quirks are without evaluation points, but may affect skill usage or other aspects of gameplay. The following details are considered genetic quirks:

Appearance: Coloration, patterning, etc, usually with some variation between different ethnicities and sexes.

Average Maturation Age: When a species typically reaches what is considered the start of their prime period of their life. Sometimes this may vary between ethnicities and sexes.

Average Lifespan Maximum: The usual maximum age for an entity within a species who has not had some form of rejuvenation to extend their lifespan beyond the normal amount. Sometimes this may vary between different ethnicities and sexes.

Size: The size ranges of a species, its ethnicities and sexes when at maturation age. Some entities may be from a species where the size varies depending on different conditions, even within the same ethnicity, such as the exposure of certain materials and energies. This has effect on the the ranges of an entity and potentially intimidation compared to other sizes.

Average Aged Height: The average height ranges within a species and its ethnicities and sexes at different periods within their lifespan. This has effect on the the ranges of an entity.

Average Aged Weight: The average weight ranges within a species and its ethnicities and sexes at different periods within their lifespan. This has effect on the the ratio of strength points to encumbrance of an entity.

Respiration Type: The type of gas or fluid breathed.

Minimum Respiration: The minimum starting respiration requirement even with a Lung Check of 1 to not pass out and start suffering asphyxiation damage.

Sustenance Types: The types of food an entity consumes.

Minimum Sustenance: The minimums of food types needed to maintain an entity's life.

Average Sustenance Aged Range: The minimum and maximum sustenance ranges an average entity in its species, ethnicity and sex is able to consume to maintain the average aged weight.

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