Difference between revisions of "Category:Exotica Genoworks"

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They actually create a LOT of projects, but only 50 to 75% of their batches make it alive, depending on what they're doing to them, which batch it is *First batches might only have a 5% survival rate.
 
They actually create a LOT of projects, but only 50 to 75% of their batches make it alive, depending on what they're doing to them, which batch it is *First batches might only have a 5% survival rate.
  
Genworks works on a 20 year cycle. The first successful batch, such as the C group of skunks, is the largest, after that, they only make two or three a year, the majority of which are currently 'employed' or in 'school'.
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Genoworks works on a 20 year cycle. The first successful batch, such as the C group of skunks, is the largest, after that, they only make two or three a year, the majority of which are currently 'employed' or in 'school'.
  
 
* The Psycoons were a first batch, there were about six or seven batches actually, which is why they range in age and size, but they put them all together.
 
* The Psycoons were a first batch, there were about six or seven batches actually, which is why they range in age and size, but they put them all together.

Revision as of 07:03, 18 September 2005

Exotica Genoworks is a Cyanitan corporation founded in the Fox's nation.

Reknowned for there work in the field of genetics and gengeneering, Exotica is responsible for the creation of the Technofamiliars, Siracs, C-group Skunks and other such "Living Art" creatures.

In the year 890, tensions between Exotica and The Fox Militia rose to an high, with the militia demanding more of Exotica's products for their own use and more research into military projects such as the Siracs. (Military accounted for 5% of their production before, was upped to 75% - and they demanded a cut of the profits from the remaining 25%) After the main facility on Cyantia was destroyed during the escape of some of the military projects, Exotica moved off Cyantia to installations on Avistary, but they've since moved their main operations even further away because in the current timeline, the Fox are no longer endorsing genetic manipulation, not after their genetically engineered virus just about killed their entire race. They are careful not to be anywhere the fox militia have jurisdiction over them

There's a space station,.. unknown location out there, with a couple hundred scientists making an excellent living still creating 'art', although no longer military models because that's never as popular.

Exotica treats most of its creations as property, with each being contracted for 20 years of servitude. Exotica license out these contracts to those who can afford their prices, and at the end of these contracts the being is supposed to be freed, although not required to be paid. Not all owners of the license agree by the terms of the contract, though, and Exotica does not have a good record at enforcing the contract (although they do use bounty hunters to retrieve escapees who leave before being turned over to their new 'master'). A well treated creation will often renegotiate their contracts when the first expires.

Each creation is usually taught some sort of 'useful' skill to fall back upon when their contract expires. Each is trained based on unique abilities.

None of the products EG makes is 'related'. Their genetic codes make them each variations of the parents, but far more variant than humans, so that you'd need to inbreed family members for many, many generations before flaws start to show up - although typically family members will not mate. They have lots and lots of variance in their gene pool even with a small number.

Genoworks creations typically have three kits on average per birthing (as over half do), with two being second common, four as third, and one as fourth. The larger herbivore/hoofed creations normally have only one however.

They've perfected their accelerated aging process, so there are no development problems in the skeletal area. However, if a bone is broken during this period, serious damage can result, and sometimes things go haywire. The accelerated aging does not shorten their lifespan, and in fact keeps them young for twenty years once adult age is reached - this keeps them young looking during their twenty-year contracts.

They actually create a LOT of projects, but only 50 to 75% of their batches make it alive, depending on what they're doing to them, which batch it is *First batches might only have a 5% survival rate.

Genoworks works on a 20 year cycle. The first successful batch, such as the C group of skunks, is the largest, after that, they only make two or three a year, the majority of which are currently 'employed' or in 'school'.

  • The Psycoons were a first batch, there were about six or seven batches actually, which is why they range in age and size, but they put them all together.

There's only a handfull of snakes which are genoworks products, not real cyantians at all. Cold blooded creatures were not considered as viable because they would not adapt as well to some environments.

There are a multitude of escaped Exotica creations in the Cyantian universe, the majority of them living in relative safety in the Wolven Citystates where they are recognised as being free citizens. However, Exotica has standard rewards for any escapee that is returned into their custody.

It is illegal for any citizen in the Wolven Citystates to own an Exotica Genoworks creation.


Subcategories

This category has the following 12 subcategories, out of 12 total.