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Xenotype: Shulk

Rarely seen outside of the deepest cave systems, shulks are often seen as more animal than human due to their bestial aspect and lack of spoken language. Usually found alone or in small groups, they carve out lightless settlements in their underground habitats. Most are opportunistic scavengers, equipping themselves with whatever technology they can get their hands on, but some few prefer to live as wild people, reliant only on their tough hides for protection and hunting with the natural weapons their genes provide.

Shulks were intended as subterranean pioneers for the colonisation of caveworlds and deep cavern systems, but the severe side downsides of the xenotype made it unappealing to all but the most desperate and the most eccentrically reclusive. The xenogenetics company behind the initiative failed in under a decade -- but enough settlers accepted the bargain to establish sparse populations in cave systems across the Rim.

The greatest strength of the shulk xenotype is the ultra efficient metabolism that allows them to thrive in food scarce environments. They eat almost anything, and are equipped to kill their own food with sharp claws and fangs. Enhanced immune systems and coagulation protect them against a harsh and often humid environment, even in the absence of decent medical care.

Looks, however, were not a priority, and nor were technical skills. Temperature tolerance was neglected, given the quite stable temperature of most cave systems, and the adaptations that equip them to function normally in darkness leave them highly sensitive to light.

Xenotype

Hunger rate: x50%

Advantages

  • Strong Immunity
  • Superclotting
  • Strong Stomach
  • Robust Digestion
  • Expansive Stomach (nutrition capacity x500%)
  • Dark Vision
  • Darkling (with Anomaly)
  • Damp Adaptation
  • Tough Skin / Leatherskin (with VRE - Archon)
  • Claws
  • Fangs
  • Fast Maturation
  • Strong Mining

Mixed

Disadvantages

  • Mute (max Talking 0%)
  • Cold Weakness
  • Heat Weakness
  • Severe Light Sensitivity
  • Mild UV Sensitivity
  • Pyrophobia / Photophobia (with VRE - Lycanthrope)
  • Unattractive
  • Poor Crafting
  • Awful Cooking
  • (Poor Construction – only when using Oviparous from VRE - Saurid, so as to offset metabolism cost)

Cosmetic

With VPE Psycaster Genes

  • Nightstalker

Features

Compatibility
1.6 only. In 1.5, this xenotype is included in the base mod Cyanobot's Genes.

As noted above, several modifications are made to the genome based on the presence of other mods. None of these are required to play with the xenotype. Personally I recommend Outland - Genetics for the parthenogenic egg-laying, and VRE - Archon for the leatherskin appearance.

Generation
At present shulks will only generate as factionless pawns (beggars, transport pod crashes, etc). You can control the frequency with a slider in the mod settings. Default is relatively uncommon.

If you use something like Xenotype Spawn Control you can add shulks to other factions as you please.

Planned features

Infographics. For now, check parent mod Cyanbot's Genes for documentation of the new genes.[docs.google.com]

Integration with cave-biome-adding mods. I'd love to have shulks generate more frequently on underground maps, and rarely if at all on the surface.

With thanks to:

- wep of https://wepfont.com/ for Atmospheric font
- Camera+ for allowing close screenshots

Links:

[cyanobotcodes.tumblr.com]
[ko-fi.com]

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