Difference between revisions of "Sanguophages"

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== Lore ==
 
== Lore ==
 
+
{{Quote|"The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent archotech and found himself transformed by it instead. Every sanguophage is descended from him. Since then, sanguophages have often been hunted because of their destabilizing power and their need for blood. Since they can pass for baseliners, many live in hiding among typical humans.<br/>
<blockquote><small>''The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent archotech and found himself transformed by it instead. Every sanguophage is descended from him. Since then, sanguophages have often been hunted because of their destabilizing power and their need for blood. Since they can pass for baseliners, many live in hiding among typical humans.</blockquote>
+
Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds."|Biotech preview #4: Xenotypes, world factions, and the dark blood-drinkers}}
<blockquote>Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds'.' - '''Biotech preview #4: Xenotypes, world factions, and the dark blood-drinkers'''</small></blockquote>
 
  
 
== Summary ==
 
== Summary ==
 
Sanguophages are a mysterious but powerful group of xenohumans. They have no distinguishing looks from other xenohumans, so they blend in at first glance. Once selected, their differences are immediately apparent, from their hemogen and deathrest trackers at the bottom of the screen, to their unique abilities and immense genetic differences. Sanguophages have a genetic complexity of 57 and their xenogerm contains 8 [[Archite capsule|archite capsules]], while other xenohumans have far less complexity and don't require any capsules. Sanguophage metabolic efficiency is 0, not affecting their hunger rate in any way.
 
Sanguophages are a mysterious but powerful group of xenohumans. They have no distinguishing looks from other xenohumans, so they blend in at first glance. Once selected, their differences are immediately apparent, from their hemogen and deathrest trackers at the bottom of the screen, to their unique abilities and immense genetic differences. Sanguophages have a genetic complexity of 57 and their xenogerm contains 8 [[Archite capsule|archite capsules]], while other xenohumans have far less complexity and don't require any capsules. Sanguophage metabolic efficiency is 0, not affecting their hunger rate in any way.
 +
 
=== Genes ===
 
=== Genes ===
 
Sanguophage genes are xenogenes and are only obtainable through genetic implantation, either through their gene implanter ability or through [[gene extractor]]s.
 
Sanguophage genes are xenogenes and are only obtainable through genetic implantation, either through their gene implanter ability or through [[gene extractor]]s.
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|- id="Bloodfeeder"
 
|- id="Bloodfeeder"
! Bloodfeeder<br>[[File:Gene_Bloodfeeder.png|64px]]
+
! Bloodfeeder<br/>[[File:Gene Bloodfeeder.png|64px]]
 
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.''  
 
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.''  
 
----
 
----
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed
+
* Adds ability: [[File:Gene Bloodfeeder.png|16px]] Bloodfeed
 
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''
 
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''
 
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's.  
 
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's.  
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*{{+|2}} [[mood]] when near a [[blood torch]].
 
*{{+|2}} [[mood]] when near a [[blood torch]].
 
----
 
----
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}  
+
* Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}  
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders, negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.
+
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders, negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.
 
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.
 
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.
 
| {{--|1}}
 
| {{--|1}}
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|- id="Coagulate"
 
|- id="Coagulate"
! Coagulate<br>[[File:Gene_Coagulate.png|64px]]
+
! Coagulate<br/>[[File:Gene Coagulate.png|64px]]
 
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.''  
 
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.''  
 
----
 
----
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate
+
* Adds ability: [[File:Gene Coagulate.png|16px]] Coagulate
 
:''Use special glands in the wrists to quickly tend someone's wounds.''  
 
:''Use special glands in the wrists to quickly tend someone's wounds.''  
 
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}
 
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}
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|- id="Gene implanter"
 
|- id="Gene implanter"
! Gene implanter<br>[[File:Gene_XenogermReimplanter.png|64px]]
+
! Gene implanter<br/>[[File:Gene XenogermReimplanter.png|64px]]
 
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''
 
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''
 
----
 
----
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes
+
* Adds ability: [[File:Gene XenogermReimplanter.png|16px]] Implant Genes
 
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process.\n\nWhen implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''
 
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process.\n\nWhen implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''
 
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards.  
 
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards.  
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|- id="Longjump legs"
 
|- id="Longjump legs"
! Longjump legs<br>[[File:Gene_LongJumpLegs.png|64px]]
+
! Longjump legs<br/>[[File:Gene LongJumpLegs.png|64px]]
 
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.''  
 
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.''  
 
----
 
----
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|- id="Piercing spine"
 
|- id="Piercing spine"
! Piercing Spine<br>[[File:Gene_PiercingSpine.png|64px]]
+
! Piercing Spine<br/>[[File:Gene PiercingSpine.png|64px]]
 
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.''  
 
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.''  
 
----
 
----
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|- id="Ageless"
 
|- id="Ageless"
! Ageless<br>[[File:Gene_Ageless.png|64px]]
+
! Ageless<br/>[[File:Gene Ageless.png|64px]]
 
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''
 
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''
 
----
 
----
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|- id="Archite metabolism"
 
|- id="Archite metabolism"
! Archite metabolism<br>[[File:Gene_ArchiteMetabolism.png|64px]]
+
! Archite metabolism<br/>[[File:Gene ArchiteMetabolism.png|64px]]
 
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''
 
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''
 
----
 
----
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|- id="Deathless"
 
|- id="Deathless"
! Deathless<br>[[File:Gene_Deathless.png|64px]]
+
! Deathless<br/>[[File:Gene Deathless.png|64px]]
 
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''
 
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''
 
----
 
----
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|- id="Non-senescent"
 
|- id="Non-senescent"
! Non-senescent<br>[[File:Gene_NonSenescent.png|64px]]
+
! Non-senescent<br/>[[File:Gene NonSenescent.png|64px]]
 
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''
 
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''
 
----
 
----
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).
+
* Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])
+
** Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])
**Does ''not'' affect pre-existing conditions.  
+
** Does ''not'' affect pre-existing conditions.  
 
| ''' 0'''
 
| ''' 0'''
 
| {{Bad|3}}
 
| {{Bad|3}}
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|- id="Perfect immunity"
 
|- id="Perfect immunity"
! Perfect immunity<br>[[File:Gene_PerfectImmunity.png|64px]]
+
! Perfect immunity<br/>[[File:Gene PerfectImmunity.png|64px]]
 
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''
 
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''
 
----
 
----
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.
+
* Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.
+
** Does ''not'' affect pre-existing conditions. Only prevents new illnesses.
 
| '''0'''
 
| '''0'''
 
| {{Bad|3}}
 
| {{Bad|3}}
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|- id="Scarless"
 
|- id="Scarless"
! Scarless<br>[[File:Gene_TotalHealing.png|64px]]
+
! Scarless<br/>[[File:Gene TotalHealing.png|64px]]
 
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''
 
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''
 
----
 
----
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|- id="Hemogenic"
 
|- id="Hemogenic"
! Hemogenic<br>[[File:Gene_Hemogenic.png|64px]]
+
! Hemogenic<br/>[[File:Gene Hemogenic.png|64px]]
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes. Carriers lose 2 hemogen per day from biological entropy.''  
+
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes. Carriers lose 2 hemogen per day from biological entropy.''  
 
----
 
----
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.
+
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.
+
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.
**Receive {{--|20}} [[mood]] penalty if Hemogen hits 0.
+
** Receive {{--|20}} [[mood]] penalty if Hemogen hits 0.
 
| {{+|1}}
 
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
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|- id="Hemogen drain"
 
|- id="Hemogen drain"
! Hemogen drain<br>[[File:Gene_HemogenDrain.png|64px]]
+
! Hemogen drain<br/>[[File:Gene HemogenDrain.png|64px]]
 
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''  
 
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''  
 
----
 
----
*{{--|8}} Hemogen per day.
+
* {{--|8}} Hemogen per day.
 
| {{+|6}}
 
| {{+|6}}
 
| {{Bad|1}}
 
| {{Bad|1}}
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|- id="Deathrest"
 
|- id="Deathrest"
! Deathrest<br>[[File:Gene_Deathrest.png|64px]]
+
! Deathrest<br/>[[File:Gene Deathrest.png|64px]]
 
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''  
 
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''  
 
----
 
----
*Creates a need for [[deathrest]] roughly every 30 days.  
+
* Creates a need for [[deathrest]] roughly every 30 days.  
**Deathrest is initated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.
+
** Deathrest is initated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.
+
** If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.
**See the [[deathrest|deathrest article]] for more details.
+
** See the [[deathrest|deathrest article]] for more details.
 
| {{+|6}}
 
| {{+|6}}
 
| {{Bad|1}}
 
| {{Bad|1}}
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|- id="Superfast wound healing"
 
|- id="Superfast wound healing"
! Superfast wound healing<br>[[File:Gene_WoundHealingRateSuperfast.png|64px]]
+
! Superfast wound healing<br/>[[File:Gene WoundHealingRateSuperfast.png|64px]]
 
|''Carriers of this gene heal from wounds four times as fast as normal.''  
 
|''Carriers of this gene heal from wounds four times as fast as normal.''  
 
----
 
----
*Injury healing factor {{Good|×400%}}
+
* Injury healing factor {{Good|×400%}}
 
* Market value of [[genepack]]s containing this gene: ×125%
 
* Market value of [[genepack]]s containing this gene: ×125%
 
| {{--|3}}
 
| {{--|3}}
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|- id="Psy-sensitive"
 
|- id="Psy-sensitive"
! Psy-sensitive<br>[[File:Gene_EnhancedPsychicAbility.png|64px]]
+
! Psy-sensitive<br/>[[File:Gene EnhancedPsychicAbility.png|64px]]
 
| ''Carriers of this gene are more psychically-sensitive than average.''  
 
| ''Carriers of this gene are more psychically-sensitive than average.''  
 
----
 
----
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|- id="Fast runner"
 
|- id="Fast runner"
! Fast runner<br>[[File:Gene_QuickMovespeed.png|64px]]
+
! Fast runner<br/>[[File:Gene QuickMovespeed.png|64px]]
 
| ''Carriers of this gene move more quickly than normal.''  
 
| ''Carriers of this gene move more quickly than normal.''  
 
----
 
----
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|- id="Tox immunity"
 
|- id="Tox immunity"
! Tox immunity<br>[[File:Gene_TotalToxicityResistance.png|64px]]
+
! Tox immunity<br/>[[File:Gene TotalToxicityResistance.png|64px]]
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog. The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments.  
+
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog. The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments.  
 
----
 
----
 
* [[Toxic Resistance]]: {{+|100%}}
 
* [[Toxic Resistance]]: {{+|100%}}
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|- id="Mild UV sensitivity"
 
|- id="Mild UV sensitivity"
! Mild UV sensitivity<br>[[File:Gene_MildUVSensitivity.png|64px]]
+
! Mild UV sensitivity<br/>[[File:Gene MildUVSensitivity.png|64px]]
 
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.  
 
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.  
 
----
 
----
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):
+
* When in sunlight (when on an unroofed tile while [[light]] levels from <abbr title="Sunlamps and other artificial light sources don't count">natural sunlight</abbr> are 11% or more):
 
** [[Move Speed]] {{Bad|×90%}}
 
** [[Move Speed]] {{Bad|×90%}}
 
** Mood: ''Sunlight Sensitivity'': {{--|6}}
 
** Mood: ''Sunlight Sensitivity'': {{--|6}}
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|- id="Tinderskin"
 
|- id="Tinderskin"
! Tinderskin<br>[[File:Gene_FireWeakness.png|64px]]
+
! Tinderskin<br/>[[File:Gene FireWeakness.png|64px]]
 
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4.  
 
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4.  
 
----
 
----
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|- id="Pyrophobia"
 
|- id="Pyrophobia"
! Pyrophobia<br>[[File:Gene_FireTerror.png|64px]]
+
! Pyrophobia<br/>[[File:Gene FireTerror.png|64px]]
 
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.  
 
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.  
 
----
 
----
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|- id="Aggressive"
 
|- id="Aggressive"
! Aggressive<br>[[File:Gene_Aggressive.png|64px]]
+
! Aggressive<br/>[[File:Gene Aggressive.png|64px]]
 
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
 
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
 
----
 
----
*Effects:
+
* Effects:
 
** Social fight chance factor ×200%
 
** Social fight chance factor ×200%
 
** Chance mental break is violent ×200%
 
** Chance mental break is violent ×200%
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| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| Aggression<br>Aggressive
+
| Aggression<br/>Aggressive
  
 
|- id="Strong melee damage"
 
|- id="Strong melee damage"
! Strong melee damage<br>[[File:Gene_StrongMeleeDamage.png|64px]]
+
! Strong melee damage<br/>[[File:Gene StrongMeleeDamage.png|64px]]
 
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
 
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
 
----
 
----
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|- id="Low sleep"
 
|- id="Low sleep"
! Low sleep<br>[[File:Gene_QuickSleeper.png|64px]]
+
! Low sleep<br/>[[File:Gene QuickSleeper.png|64px]]
 
| Carriers of this gene get tired less quickly than others.
 
| Carriers of this gene get tired less quickly than others.
 
----
 
----
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|- id="Robust"
 
|- id="Robust"
! Robust<br>[[File:Gene_Tough.png|64px]]
+
! Robust<br/>[[File:Gene Tough.png|64px]]
 
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.
 
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.
 
----
 
----
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|- id="Attractive"
 
|- id="Attractive"
! Attractive<br>[[File:Gene_Pretty.png|64px]]
+
! Attractive<br/>[[File:Gene Pretty.png|64px]]
 
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.''  
 
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.''  
 
----
 
----
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|- id="Dark vision"
 
|- id="Dark vision"
! Dark vision<br>[[File:Gene_Darkvision.png|64px]]
+
! Dark vision<br/>[[File:Gene Darkvision.png|64px]]
 
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.''  
 
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.''  
 
----
 
----
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|- id="Strong melee"
 
|- id="Strong melee"
! Strong Melee<br>[[File:Gene_StrongMelee.png|64px]]
+
! Strong Melee<br/>[[File:Gene StrongMelee.png|64px]]
 
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.''  
 
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.''  
 
----
 
----
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|- id="Strong social"
 
|- id="Strong social"
! Strong Social<br>[[File:Gene_StrongSocial.png|64px]]
+
! Strong Social<br/>[[File:Gene StrongSocial.png|64px]]
 
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.''  
 
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.''  
 
----
 
----
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|- id="Great intellectual"
 
|- id="Great intellectual"
! Great Intellectual<br>[[File:Gene_GreatIntellectual.png|64px]]
+
! Great Intellectual<br/>[[File:Gene GreatIntellectual.png|64px]]
 
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.''  
 
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.''  
 
----
 
----
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{{Biotech navbox}}
 
{{Biotech navbox}}
 +
[[Category:Xenotypes]]

Revision as of 14:17, 21 January 2023

Sanguophages are an exceptionally rare and powerful xenotype with a deathly intolerance to heat and sunlight. They use their superhuman powers to satiate their genetic need for human blood.

Lore

"The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent archotech and found himself transformed by it instead. Every sanguophage is descended from him. Since then, sanguophages have often been hunted because of their destabilizing power and their need for blood. Since they can pass for baseliners, many live in hiding among typical humans.
Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds."

— Biotech preview #4: Xenotypes, world factions, and the dark blood-drinkers

Summary

Sanguophages are a mysterious but powerful group of xenohumans. They have no distinguishing looks from other xenohumans, so they blend in at first glance. Once selected, their differences are immediately apparent, from their hemogen and deathrest trackers at the bottom of the screen, to their unique abilities and immense genetic differences. Sanguophages have a genetic complexity of 57 and their xenogerm contains 8 archite capsules, while other xenohumans have far less complexity and don't require any capsules. Sanguophage metabolic efficiency is 0, not affecting their hunger rate in any way.

Genes

Sanguophage genes are xenogenes and are only obtainable through genetic implantation, either through their gene implanter ability or through gene extractors.

  • Click to
    Name Description Metabolism Complexity Exclude
    Bloodfeeder
    Gene Bloodfeeder.png
    Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.
    • Adds ability: Gene Bloodfeeder.png Bloodfeed
    Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.
    • Feed on a pawn to gain up to +20 Hemogen, which scales with target body size, but not the user's.
      • Target will gain +45% blood loss and the −5 Fed on moodlet (5 days, doesn't stack, negated by Bloodfeeders precept.Content added by the Ideology DLC). Also gains a bloodfeeder mark on the neck (+1% pain).
      • If the target does not have enough blood, hemogen gain will be reduced accordingly.[Detail]
      • Bloodfeeder must have a non-0% Eating capacity.
    • Target: Single non-Hemogenic[Verify] human target. Must be downed or a colonist, slave,Content added by the Ideology DLC or prisoner not on a mental break.
      • A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.

    • Interaction with Bloodfeeders precept.Content added by the Ideology DLC
      • Bloodfeeders: Revered - Believers have a higher opinion towards bloodfeeders, negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the Leader,Content added by the Ideology DLC and mood penalty when they die.
      • Bloodfeeders: Reviled. - Believers have a lower opinion towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.
    −1 1 -
    Coagulate
    Gene Coagulate.png
    Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.
    • Adds ability: Gene Coagulate.png Coagulate
    Use special glands in the wrists to quickly tend someone's wounds.
    • ? [Detail]
    • Target: Single target in LoS
    • Range: 3.9 tiles
    • Warmup Time: 60 ticks (1 sec)
    • Hemogen Cost: 20
    • AI Can Use: ?
    −1 1 -
    Gene implanter
    Gene XenogermReimplanter.png
    Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die.
    • Adds ability: Gene XenogermReimplanter.png Implant Genes
    Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process.\n\nWhen implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.
    • Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards.
    • Using this ability while genes are regrowing kills the pawn.
      • If using this ability is lethal, then the caster will lose all of their xenogenes upon death.
    0 3 -
    Longjump legs
    Gene LongJumpLegs.png
    Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.
    • Adds ability: Longjump.png Longjump
    Jump to a distant location using super-strong hemogen-powered legs.
    • Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.
    • Target: Location in LoS
    • Range: 19.9 tiles
    • Warmup Time: 30 ticks (0.5 secs)
    • Hemogen Cost: 5
    • AI Can Use: False
    −2 1 -
    Piercing Spine
    Gene PiercingSpine.png
    Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.
    • Adds ability: PiercingSpine.png Piercing spine
    Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.
    • Launches an unerring spine at the target, dealing 30 RangedStab damage, with an AP of 100% and a stopping power of 1.
    • Target: Single target in LoS
    • Range: 3.9 tiles
    • Warmup Time: 30 ticks (0.5 secs)
    • Cooldown Time: 60 ticks (1 sec)
    • Hemogen Cost: 20
    • AI Can Use: True
    • Market value of genepacks containing this gene: ×150%
    −1 1 -
    Ageless
    Gene Ageless.png
    Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.
    • Aging ×1 at age 13. Rate linearly slows as the pawn gets older.
    • Aging ×0 at age 18.
    0 3 -
    Archite metabolism
    Gene ArchiteMetabolism.png
    Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.
    • Increases metabolic efficiency. No other effect.
    • Market value of genepacks containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)
    +6 6 -
    Deathless
    Gene Deathless.png
    Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.
    • If a pawn would've died, but the brain (or head/neck) is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.
      • Does not regenerate limbs or organs, except for the torso.
      • Pawns with the Deathrest gene too instead enter deathrest, and lose all Hemogen. After lethality is removed, the usual deathrest mechanics take place.
    • Market value of genepacks containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)
    0 7 -
    Non-senescent
    Gene NonSenescent.png
    Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.
    0 3 -
    Perfect immunity
    Gene PerfectImmunity.png
    Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.
    0 3 -
    Scarless
    Gene TotalHealing.png
    Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.
    0 4 -
    Hemogenic
    Gene Hemogenic.png
    Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes. Carriers lose 2 hemogen per day from biological entropy.
    • Creates a Hemogen need, which decreases by −2 per day.
      • Increases by +20 per hemogen pack or Bloodfeed.
      • Receive −20 mood penalty if Hemogen hits 0.
    +1 1 -
    Hemogen drain
    Gene HemogenDrain.png
    Carriers lose an additional 8 hemogen per day from biological entropy.
    • −8 Hemogen per day.
    +6 1 -
    Deathrest
    Gene Deathrest.png
    Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.
    +6 1 -
    Superfast wound healing
    Gene WoundHealingRateSuperfast.png
    Carriers of this gene heal from wounds four times as fast as normal.
    • Injury healing factor ×400%
    • Market value of genepacks containing this gene: ×125%
    −3 1 WoundHealingRate
    Psy-sensitive
    Gene EnhancedPsychicAbility.png
    Carriers of this gene are more psychically-sensitive than average.
    • Psychic Sensitivity +20%
    • Meditation psyfocus gain +10% / day [Verify]
    • +0.1 Neural Heat Recovery per second base. Effectively 0.163 Heat/s recovery at Level 6 psylink.
    −2 1 PsychicAbility
    Fast runner
    Gene QuickMovespeed.png
    Carriers of this gene move more quickly than normal.
    −3 1 MoveSpeed
    Tox immunity
    Gene TotalToxicityResistance.png
    Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog. The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments.
    −4 2 ToxResistance
    Mild UV sensitivity
    Gene MildUVSensitivity.png
    Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.
    • When in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more):
    • Does not cause pain, despite the description.
    +3 1 UVSensitivity
    Tinderskin
    Gene FireWeakness.png
    Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4.
    • Flame damage ×400%[Heat/vaporize?]
    +2 1 FireDamage
    Pyrophobia
    Gene FireTerror.png
    Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.
    • −10 Afraid of fire moodlet when within 20.9[?] tiles of fire
    • 0.1 day mtb chance of "Fleeing fire" mental break, presumably[?] also when within 20.9 tiles of fire
    • Suppresses Pyromaniac trait
    +4 1 -
    Aggressive
    Gene Aggressive.png
    Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
    • Effects:
      • Social fight chance factor ×200%
      • Chance mental break is violent ×200%
      • Prison break interval factor ×60%
    +2 1 Aggression
    Aggressive
    Strong melee damage
    Gene StrongMeleeDamage.png
    Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
    −2 1 MeleeDamage
    Low sleep
    Gene QuickSleeper.png
    Carriers of this gene get tired less quickly than others.
    • Sleep fall rate ×40%
    −4 2 Sleep
    Robust
    Gene Tough.png
    Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.
    • Incoming damage multiplier ×75%
    −2 1 Toughness
    Attractive
    Gene Pretty.png
    Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.
    −1 1 Beauty
    Dark vision
    Gene Darkvision.png
    Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.
    • Work speed is unaffected by darkness.
      • Movement speed is also unaffected by darkness (not mentioned by the in-game description).
    • Removes mood: Darkness: -5
    −1 1 -
    Strong Melee
    Gene StrongMelee.png
    The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.
    • Melee: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 -
    Strong Social
    Gene StrongSocial.png
    The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.
    • Social: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 -
    Great Intellectual
    Gene GreatIntellectual.png
    The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.
    +2 1 -
  • Origins

    Sanguophages can be obtained in multiple ways.

    • Sanguophage scenario : You start the game with a Sanguophage.
    • Recruitment: You capture and recruit a Sanguophage, or one joins as a wanderer.
    • Gene implant : You can force Sanguophages to use their gene implant ability on one of your pawns if they are captured or downed. Select the desired pawn to gain these abilities, and then right-click on the sanguophage and choose the "Absorb xenogerm" option. If the sanguophage's genes are currently regrowing, this will kill them.
    • Quest : You allow 2 or more Sanguophages hold a meeting at your colony. One of the quest rewards will allow you to choose a pawn to be implanted with Sanguophage genes.
    • Quest : You get word that a sanguophage and his thralls are about to crash, and you can signal them to land at your colony (or nearby). You are advised that if you capture the sanguophage you can force them to implant a xenogerm in one of your colonists.

    Analysis

    ?

    Version history

    • 1.4.3534 - Fix: Error on drafting pawn with hemogenic ability gene with no hemogen gene.