Category:Exotica Genoworks

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

It has been around for a long time in one form or another, since at least the time of the Shivae! storyline. EG has gone through many hands and fragmented from several other companies that had even worse track records.

In the year 890, tensions between Exotica and The Fox Militia rose to a high, with the militia demanding more of Exotica's products for their own use and more research into military projects such as the psionic-enhanced Siracs - projects that conflicted with the Genoworks creed to create useful lifeforms to enhance life.[1] (Military accounted for 5% of their production before, but it was then 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. 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 especially careful not to be anywhere the fox militia may have jurisdiction over them.

There's a space station of 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.

It has been hinted at that the military controlled facility was not above experimenting on Fox kits. [2]


Products

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 (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 use accelerated aging because they wanted products out with a FAST turnaround. A side effect is they unfortunately retain a childlike mentality for a LONG time, which makes them sometimes easier to control.

The chronological to biological looking birth ages are - 1:4, 2:7, 3:10, 4:12, 5:15, 6:18, 7:19. The typical EG product ages at 4 times the normal rate below puberty (between 3-5 years chronological), and then ages at a reduced rate until maturity (chronological age 6-9). Once at maturity, the EG subject will remain at an apparent age of 18-22 for an as yet undefined period. After the period of youthful grace, normal aging resumes.

They actually create a LOT of projects, but only 50 to 75% of their batches make it out alive, depending on what they're doing to them and 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 handful of snakes which are genoworks products, though not 'real' cyantians at all. Cold blooded creatures were not considered as viable because they could 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.