Genes are a system for adding capabilties to human pawns.
Metabolic efficiency, denoted by the symbol, controls how much food a human needs to eat. Harmful genes will improve their metabolism, so they don't need to eat as much, while helpful genes will worsen their metabolism, making them eat more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.
Complexity, denoted by the symbol, affects how many gene processors you need to create a xenogerm from a set of genes. A gene assembler can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor. Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the research speed of whoever operates the gene assembler).
Archite
Click to
Name
|
Description
|
|
|
|
Gene implanter
|
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: 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
|
1
|
Perfect immunity
|
Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.
|
0
|
3
|
1
|
Non-senescent
|
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
|
1
|
Scarless
|
Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.
|
0
|
4
|
1
|
Ageless
|
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 ×? at age 13
- Aging ×0 at age 18
|
0
|
3
|
1
|
Deathless
|
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[And?].
- Pawns with the Deathrest gene too instead enter deathrest, and lose all Hemogen. After lethality is removed, the usual deathrest mechanics take place.
|
0
|
7
|
1
|
Archite metabolism
|
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.
|
+6
|
6
|
2
|
Ability
Click to
Name
|
Description
|
|
|
Prereq.
|
Exclude
|
Fire spew
|
Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.
- Adds ability: Fire spew
- Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.
- Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.[Detail Needed]
- Target: Pawn or Location
- Warmup Time: 60 ticks (1 sec)
- Cooldown: 300,000 ticks (83.33 mins)
- Charges: 1
- AI Can Use: True. Note: AI will still target fire-immune targets.
|
−2
|
1
|
-
|
-
|
Foam spray
|
Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.
- Adds ability: Foam spray
- Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.
- Spits firefoam ??? .[Detail Needed]
- Target: Pawn or Location
- Warmup Time: 60 ticks (1 sec)
- Cooldown: 30,000 ticks (8.33 mins)[Per Charge?]
- Charges: 3
- AI Can Use: False.
|
−2
|
1
|
?
|
?
|
Animal warcall
|
Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.
- Adds ability: Animal warcall
- With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.
- Turns the target berserk against all factions hostile to the caster for 12 in-game hours/30,000 ticks (8.33 mins). -75 base goodwill when used on a friendly faction's animal.
- Target: Any single animal or wildman. Does not require LoS [Detail]
- Range: 49.9 tiles
- Warmup Time: 120 ticks (2 secs)
- Cooldown: 900,000 ticks (250 mins) per charge.
- Charges: 2
- AI Can Use: True
|
−2
|
1
|
?
|
?
|
Acid spray
|
Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them over time.
- Adds ability: Acid spray
- Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.
- Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a harmless "spent acid" filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.
- Target: Pawn or Location
- Warmup Time: 60 ticks (1 sec)
- Cooldown: 30,000 ticks (8.33 mins)
- Charges: 1
- AI Can Use: True.
|
−2
|
1
|
?
|
?
|
Hemogen
Click to
Name
|
Description
|
|
|
Bloodfeeder
|
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: 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). Also gains a bloodfeeder mark on the neck (+1% pain).
- If the target does not have enough blood, hemogen gain will be reduced accordingly.
- Target: Single human target. Must be a colonist, slave, 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.
- Bloodfeeders: Revered. Other believers have a higher opinion towards bloodfeeders, increased mood when bloodfeeders are in the colony, negates moodlet for being fed on.
- Bloodfeeders: Reviled. Other believers have a lower opinion towards bloodfeeders, decreased mood when bloodfeeders are in the colony.
|
−1
|
1
|
Coagulate
|
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: 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
|
Piercing Spine
|
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: 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
|
−1
|
1
|
Hemogenic
|
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.
- Recieve −20 mood penalty if Hemogen hits 0.
|
+1
|
1
|
Hemogen drain
|
Carriers lose an additional 8 hemogen per day from biological entropy.
|
+6
|
1
|
Longjump legs
|
Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.
- Adds ability: 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
|
?
|
?
|
Deathrest
|
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.
|
+6
|
1
|
Healing
Click to
Name
|
Description
|
|
|
Slow wound healing
|
Carriers of this gene heal from wounds half as fast as normal.
- Injury healing factor: ×50%
|
+2
|
1
|
Fast wound healing
|
Carriers of this gene heal from wounds twice as fast as normal.
- Injury healing factor: ×200%
|
−2
|
1
|
Superfast wound healing
|
Carriers of this gene heal from wounds four times as fast as normal.
- Injury healing factor: ×400%
|
−3
|
1
|
Weak immunity
|
Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.
|
+2
|
1
|
Strong immunity
|
Carriers of this gene gain immunity to diseases faster than normal.
|
−1
|
1
|
Super immunity
|
Carriers of this gene gain immunity to diseases more considerably faster than normal.
|
−2
|
2
|
Superclotting
|
Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.
- Bleeding wounds are automatically tended at ??? quality [Details] within mere seconds [Details].
- This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being slightly more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial medicine, in a clean hospital).
- Does not affect non-bleeding wounds.
|
−1
|
1
|
Psychic
Click to
Name
|
Description
|
|
|
Prereq.
|
Exclude
|
Psychic bonding
|
Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.
- Romance attempts always succeed
- Gains psychic bond with first attempted romance or lovin'
- This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.
|
−1
|
1
|
?
|
?
|
Psychically deaf
|
Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.
|
+2
|
1
|
?
|
PsychicAbility
|
Psychically dull
|
Carriers of this gene are less psychically-sensitive than others.
|
+1
|
1
|
?
|
PsychicAbility
|
Psy-sensitive
|
Carriers of this gene are more psychically-sensitive than average.
- +20% Psychic Sensitivity
- +10% Meditation Focus Gain [Verify]
- +0.1 Neural Heat Recovery per second base. Effectively 0.163 Heat/s recovery at Level 6 psylink.
|
−2
|
1
|
?
|
PsychicAbility
|
Super psy-sensitive
|
Carriers of this gene are much more psychically-sensitive than most.
- +40% Psychic Sensitivity
- +20% Meditation Focus Gain [Verify]
- +0.2 Neural Heat Recovery per second base. Effectively 0.325 Heat/s recovery at Level 6 psylink.
|
−5
|
2
|
?
|
PsychicAbility
|
Beauty
Click to
Name
|
Description
|
|
|
Prereq.
|
Exclude
|
Very unattractive
|
Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.
|
+2
|
1
|
-
|
Beauty
|
Unattractive
|
Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.
|
+1
|
1
|
-
|
Beauty
|
Attractive
|
Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.
|
−1
|
1
|
-
|
Beauty
|
Very attractive
|
Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.
|
−2
|
1
|
-
|
Beauty
|
Miscellaneous
Click to
Name
|
Description
|
|
|
Prereq.
|
Exclude
|
Furskin
|
Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.
- Effects:
- Mood:
- Removes: Naked: -6
- Removes: Uncovered (body part): -4
|
−1
|
1
|
-
|
HairStyle Fur BeardStyle
|
Furry tail
|
Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.
|
−1
|
1
|
-
|
Tail
|
Smooth tail
|
Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.
|
−1
|
1
|
-
|
Tail
|
Human hands
|
Carriers of this gene have regular human hands.
|
0
|
0
|
-
|
Hand
|
Trotter hands
|
Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.
|
+1
|
1
|
-
|
Hand
|
Elongated fingers
|
Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.
|
−1
|
1
|
-
|
Hand
|
Nearsighted
|
Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.
- Effects:
- Accuracy factor (long) ×25%
- Accuracy factor (medium) ×50%
|
+2
|
1
|
-
|
-
|
Strong stomach
|
Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.
|
−1
|
1
|
|
|
Dark vision
|
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.
- Effects:
- Work speed is unaffected by darkness.
- Movement speed is unaffected by darkness (not mentioned by the in-game description).
- Mood:
|
−1
|
1
|
-
|
-
|
Inbred
|
This genetic condition affects a person's fertility, immunity, and mental capacity.
|
−2
|
1
|
-
|
-
|
Robust digestion
|
Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.
- Raw nutrition multiplier ×180%
- Removes mood: Ate raw food: -7
- Does not prevent food poisoning.
|
−2
|
2
|
-
|
-
|
Mild cell instability
|
Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.
- Effects:
- Lifespan factor ×80%
- Note this means age-related diseases come earlier, e.g. Frail can happen at 40 instead of 50
- Cancer rate factor ×300%
- Immunity gain speed ×96%
|
+2
|
1
|
-
|
-
|
Major cell instability
|
Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.
- Effects:
- Lifespan factor ×60%
- Note this means age-related diseases come earlier, e.g. Frail can happen at 30 instead of 50
- Cancer rate factor ×500%
- Immunity gain speed ×92%
|
+4
|
1
|
-
|
-
|
Pollution stimulus
|
Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.
|
−1
|
1
|
|
|
Unstoppable
|
Carriers of this gene are not slowed down when taking damage.
- Effects:
- Stagger time multiplier ×0%
|
−2
|
1
|
-
|
-
|
Slow study
|
Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.
|
+2
|
1
|
-
|
?
|
Quick study
|
Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.
|
−3
|
2
|
-
|
?
|
Movement
Click to
Name
|
Description
|
|
|
Prereq.
|
Exclude
|
Slow runner
|
Carriers of this gene move more slowly than normal.
|
+3
|
1
|
?
|
MoveSpeed
|
Fast runner
|
Carriers of this gene move more quickly than normal.
|
−3
|
1
|
?
|
MoveSpeed
|
Very fast runner
|
Carriers of this gene move much more quickly than normal.
|
−5
|
1
|
?
|
MoveSpeed
|
Naked speed
|
Carriers of this gene move slower while clothed, and faster while naked.
|
+2
|
1
|
?
|
?
|
Mood
Click to
Name
|
Description
|
|
|
Prereq.
|
Exclude
|
Very unhappy
|
Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.
- Permanent −10 Genetic depression mood
|
+5
|
1
|
-
|
Mood
|
Unhappy
|
Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.
- Permanent −5 Genetic pessimism mood
|
+3
|
1
|
-
|
Mood
|
Happy
|
Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.
- Permanent +5 Genetic optimism mood
|
−1
|
2
|
-
|
Mood
|
Very happy
|
Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.
- Permanent +10 Genetic joy mood
|
−2
|
3
|
-
|
Mood
|
Temperature
Click to
Name
|
Description
|
|
|
Prereq.
|
Exclude
|
Cold weakness
|
Carriers of this gene are slightly less comfortable in cold temperatures.
|
+1
|
1
|
-
|
MinTemperature
|
Cold tolerant
|
Carriers of this gene are slightly more comfortable in cold temperatures.
|
−1
|
1
|
-
|
MinTemperature
|
Cold super-tolerant
|
Carriers of this gene are much more comfortable in cold temperatures.
|
−2
|
1
|
-
|
MinTemperature
|
Heat weakness
|
Carriers of this gene are slightly less comfortable in warm temperatures.
|
+1
|
1
|
-
|
MaxTemperature
|
Heat tolerant
|
Carriers of this gene are slightly more comfortable in warm temperatures.
|
−1
|
1
|
-
|
MaxTemperature
|
Heat super-tolerant
|
Carriers of this gene are much more comfortable in warm temperatures.
|
−2
|
1
|
-
|
MaxTemperature
|
Resistance and sensitivity
Click to
Name
|
Description
|
|
|
Prereq.
|
Exclude
|
Partial antitoxic lungs
|
Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower.
|
−1
|
1
|
?
|
?
|
Total antitoxic lungs
|
Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure.
|
−3
|
2
|
?
|
?
|
Fire resistant
|
Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced.
- Note that this does not affect Heat or Vaporize damage
|
−2
|
1
|
?
|
FireDamage
|
Tinderskin
|
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 Factor: 400%[Heat/vaporize?]
|
+2
|
1
|
?
|
FireDamage
|
Pyrophobia
|
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
|
?
|
?
|
Tox resistance
|
Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others. Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream.
|
−2
|
1
|
?
|
?
|
Tox immunity
|
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.
- Mood:
- Removes: Toxic fallout: -5
- Removes: Acidic smog: -5
|
−4
|
2
|
?
|
?
|
Mild UV sensitivity
|
Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.
- ×90% Move Speed while in sunlight.
- −6 Sunlight Sensitivity moodlet when in natural sunlight.
|
+3
|
1
|
?
|
UVSensitivity
|
Intense UV sensitivity
|
Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.
- ×80% Move Speed while in sunlight.
- −12 Sunlight Sensitivity moodlet when in natural sunlight.
|
+4
|
2
|
?
|
UVSensitivity
|
Violence
Click to
Name
|
Description
|
|
|
Kind instinct
|
Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judges people by their appearance.
|
−1
|
1
|
Violence disabled
|
Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.
|
+3
|
1
|
Kill thirst
|
Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.
- Causes need: Kill satiety
|
+4
|
1
|
Dead calm
|
Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.
- Effects:
- Will never do social fights
- Mental breaks are never violent
- Will never prison break
|
−1
|
1
|
Aggressive
|
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
|
Hyper-aggressive
|
Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.
- Effects:
- Social fight chance factor ×300%
- Mental breaks are always violent
- Prison break interval factor ×40%
|
+3
|
1
|
Weak melee damage
|
Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.
|
+1
|
1
|
Strong melee damage
|
Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
- Melee damage factor ×150%
|
−2
|
1
|
Sleep
Click to
Name
|
Description
|
|
|
Very Sleepy
|
Carriers of this gene get tired much faster than others.
|
+4
|
1
|
Sleepy
|
Carriers of this gene get tired somewhat faster than others.
|
+2
|
1
|
Low sleep
|
Carriers of this gene get tired less quickly than others.
|
−4
|
2
|
Never sleep
|
Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.
|
−6
|
3
|
Pain
Click to
Name
|
Description
|
|
|
Delicate
|
Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.
|
+3
|
1
|
Robust
|
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
|
Reduced pain
|
Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.
|
−1
|
1
|
Cosmetic
Click to
Name
|
Description
|
|
|
No hair
|
Carriers of this gene grow no hair on the head.
|
0
|
0
|
Short-haired
|
Carriers of this gene can only grow short hair.
|
0
|
0
|
Long-haired
|
Carriers of this gene grow hair on the head very quickly.
|
0
|
0
|
Greyless hair
|
Carriers of this gene keep their natural hair color as they age.
|
0
|
0
|
Only bushy beards
|
Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.
|
0
|
0
|
Beardless
|
Carriers of this gene grow no facial hair.
|
0
|
0
|
Unisex beards
|
Carriers of this gene always have thick facial hair, even women.
|
0
|
0
|
Ink black skin
|
Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.
|
0
|
0
|
Slate gray skin
|
Carriers of this gene produce a pigment that turns their skin slate gray.
|
0
|
0
|
Light gray skin
|
Carriers of this produce a light-gray pigment in their skin.
|
0
|
0
|
Sheer white skin
|
Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.
|
0
|
0
|
Blue skin
|
Carriers of this gene produce a pigment that turns their skin a blue color.
|
0
|
0
|
Purple skin
|
Carriers of this gene produce a pigment that gives their skin a purple color.
|
0
|
0
|
Pale red skin
|
Carriers of this gene produce a pigment that turns their skin a moderate red color.
|
0
|
0
|
Deep red skin
|
Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.
|
0
|
0
|
Pale yellow skin
|
Carriers of this gene produce a pigment that turns their skin a grayish yellow color.
|
0
|
0
|
Deep yellow skin
|
Carriers of this gene produce a pigment that gives their skin a deep yellow color.
|
0
|
0
|
Orange skin
|
Carriers of this gene produce a pigment that gives their skin an orange color.
|
0
|
0
|
Green skin
|
Carriers of this gene produce a pigment that gives their skin a green color.
|
0
|
0
|
Red eyes
|
Carriers of this gene have deeply red-pigmented eyes.
|
0
|
0
|
Gray eyes
|
Carriers of this gene have pale white-gray eyes.
|
0
|
0
|
Heavy brow
|
Carriers of this gene have a prominent brow.
|
0
|
0
|
Facial ridges
|
Carriers of this gene grow raised ridges of skin on their face.
|
0
|
0
|
Fat body
|
Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.
|
0
|
0
|
Thin body
|
Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.
|
0
|
0
|
Hulk body
|
Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.
|
0
|
0
|
Standard body
|
Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.
|
0
|
0
|
Human ears
|
Carriers of this gene have regular human ears.
|
0
|
0
|
Pig ears
|
Carriers of this gene will grow pointed pig-like ears.
|
0
|
0
|
Floppy ears
|
Carriers of this gene grow long, floppy hound-like ears.
|
0
|
0
|
Cat ears
|
Carriers of this gene have cat-like ears.
|
0
|
0
|
Pointed ears
|
Carriers of this gene have pointed ears.
|
0
|
0
|
Human nose
|
Carriers of this gene have regular human noses.
|
0
|
0
|
Pig nose
|
Carriers of this gene have pig-like snouts.
|
0
|
0
|
Human jaw
|
Carriers of this gene have regularly-shaped jaws.
|
0
|
0
|
Heavy jaw
|
Carriers of this gene have large jaws.
|
0
|
0
|
Gaunt head
|
Carriers of this gene have a pinched, gaunt appearance in their face and head.
|
0
|
0
|
Human headbone
|
Carriers of this gene have regular human skulls.
|
0
|
0
|
Mini-horns
|
Carriers of this gene grow two small horns protruding from the forehead.
|
0
|
0
|
Center-horn
|
Carriers of this gene grow a single horn protruding from the center of the forehead.
|
0
|
0
|
Human voice
|
Carriers of this gene have regular human vocal chords.
|
0
|
0
|
Pig voice
|
Carriers have a squealing voice like that of a pig.
|
0
|
0
|
Roar voice
|
Carriers have an animal-like roaring voice.
|
0
|
0
|
Aptitudes
There are one of each of these for each skill.
Click to
Name
|
Description
|
|
|
Awful skill
|
The carrier's aptitude in skill is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from skill.
|
+2
|
1
|
Poor skill
|
The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.
|
+1
|
1
|
Strong skill
|
The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.
|
−1
|
2
|
Great skill
|
The carrier's aptitude in skill is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to the skill.
|
−3
|
2
|
Drugs
There are one of each of these for each drug, except for luciferium and penoxycyline.
Click to
Name
|
Description
|
|
|
Alcohol resistant
|
Carriers are only half as likely to become addicted to Alcohol.
- Alcohol addiction factor: ×50%
- Alcohol tolerance gain: ×50%
|
−1
|
1
|
Smokeleaf resistant
|
Carriers are only half as likely to become addicted to Smokeleaf.
- Smokeleaf addiction factor: ×50%
- Smokeleaf tolerance gain: ×50%
|
−1
|
1
|
Psychite resistant
|
Carriers are only half as likely to become addicted to Psychite.
- Psychite addiction factor: ×50%
- Psychite tolerance gain: ×50%
- Overdose chance: ×50% [Random or All]
|
−2
|
1
|
Go-juice resistant
|
Carriers are only half as likely to become addicted to Go-juice.
- Go-juice addiction factor: ×50%
- Overdose chance: ×50% [Random or All]
|
−2
|
1
|
Wake-up resistant
|
Carriers are only half as likely to become addicted to Wake-up.
- Wake-up addiction factor: ×50%
- Overdose chance: ×50% [Only this drug?] [Random or All?]
|
−2
|
1
|
Alcohol impervious
|
Carriers of this gene never get addicted to Alcohol.
- Alcohol addiction factor: x0%
- Alcohol tolerance build-up: -100%
|
−3
|
2
|
Smokeleaf impervious
|
Carriers of this gene never get addicted to Smokeleaf.
- Smokeleaf addiction factor: x0%
- Smokeleaf tolerance build-up: -100%
|
−3
|
2
|
Psychite impervious
|
Carriers of this gene never get addicted to Psychite.
- Psychite addiction factor: x0%
- Psychite tolerance build-up: -100%
- Overdose chance: ×50% [Only this drug?] [Random or All?]
|
−5
|
2
|
Go-juice impervious
|
Carriers of this gene never get addicted to Go-juice.
- Go-juice addiction factor: x0%
- Overdose chance: ×50% [Only this drug?] [Random or All?]
|
−5
|
2
|
Wake-up impervious
|
Carriers of this gene never get addicted to Wake-up.
- Wake-up addiction factor: x0%
- Overdose chance: ×50% [Only this drug?] [Random or All?]
|
−5
|
2
|
Alcohol dependency
|
Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
?
- Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
- After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
- Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
- Specific drug addiction factor: x0%
- Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
|
+3
|
1
|
Smokeleaf dependency
|
Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
?
- Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
- After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
- Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
- Specific drug addiction factor: x0%
- Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
|
+3
|
1
|
Psychite dependency
|
Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
?
- Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
- After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
- Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
- Specific drug addiction factor: x0%
- Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
|
+4
|
1
|
Go-juice dependency
|
Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
?
- Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
- After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
- Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
- Specific drug addiction factor: x0%
- Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
|
+4
|
1
|
Wake-up dependency
|
Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
?
- Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
- After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
- Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
- Specific drug addiction factor: x0%
- Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
|
+4
|
1
|
Reproduction
Click to
Name
|
Description
|
|
|
Sterile
|
Carriers of this gene cannot reproduce by natural means.
|
+1
|
1
|
Fertile
|
Carriers of this gene have a higher chance of becoming pregnant or impregnating others.
|
0
|
1
|
Low libido
|
Carriers of this gene are less likely to engage in lovin' with their partner.
|
0
|
1
|
High libido
|
Carriers of this gene are more likely to engage in lovin' with their partner.
|
0
|
1
|
Removed genes
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.
Click to
Name
|
Description
|
|
|
|
Removed
|
Reason
|
Resurrect
|
Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.
- Requires Hemogenic
- Adds ability: Resurrect
- Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.
- Resurrects the targeted corpse, similarly to Resurrector mech serum
- Target: Any non-mechanoid corpse
- Warmup Time: 2 ticks (0.03 secs)
- Cooldown: 6,840,000 ticks (1.9 years) to 7,560,000 ticks (2.1 years)
- Charges: 1
- AI Can Use: False
|
0
|
4
|
1
|
Before Biotech DLC release
|
Unknown.
|
Skill apathy
|
The carrier will have no passion in (skill).
|
2
|
1
|
-
|
Before Biotech DLC release
|
From an XML comment:
"Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty"
|
Drug addict-sensitive
|
Carriers of this gene get addicted to (drug) very easily.
- Specific drug addiction factor: x9999%
|
2
|
1
|
-
|
Before Biotech DLC Release
|
From an XML comment:
"Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty"
|
Notes
- Genes that are restricted for specific xeno humans will cause a bug if its present at humans not belonging to said xeno races. (i.e: unable to draft)[Clarify]
Version history
- Biotech DLC Release - Added.
- 1.4.3555 -
- Psychic bond now gives +10% psychic sensitivity, or +5% if on different maps. Hediff description changed from This person has a psychic bond with another person based on the psychic bonding gene. to This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.
- Many genes now give direct boosts, instead of forcing traits allowing them to stack:
- Depressive gene renamed to Very unhappy, no longer forces Depressive trait instead decreases mood by −10. Pessimist gene renamed to Unhappy, no longer forces Pessimist trait instead decreases mood by −5. Optimist gene renamed to Happy, no longer forces Optimist trait instead increases mood by +5. Sanguine gene renamed to Very happy, no longer forces Sanguine trait instead increases mood by +10.
- Slow runner no longer forces Slowpoke trait instead decreases move speed by −0.2 c/s. Fast runner no longer forces Fast walker trait instead increases move speed by +0.2 c/s. Very fast runner no longer forces Jogger trait instead increases move speed by +0.4 c/s.
- Slow learner renamed to Slow study, no longer forces Slow learner trait instead multiplies Global Learning Factor ×50%. Fast learner renamed to Quick study, no longer forces Fast learner trait instead increases Global Learning Factor +50%.
- Staggeringly ugly gene renamed to Very unattractive, no longer forces Staggeringly ugly trait instead decreases beauty by −2. Ugly gene renamed to Unattractive, no longer forces Ugly trait instead decreases beauty by −1. Pretty gene renamed to Attractive, no longer forces Pretty trait instead increase beauty by +1. Beautiful gene renamed to Very attractive, no longer forces Beautiful trait instead increase beauty by +1.
- <Drug> addict-resist genes renamed to <Drug> resistant, Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from −2 to −1.
- <Drug> addict-immune genes renamed to <Drug> impervious. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from −5 to −3.
- Smokeleaf and Alcohol dependency metabolism gain reduced from +4 to +3.
- Furskin and beardless genes are mutually exclusive.
- Buffed furry tail minimum comfy temperature offset from −5 to −10.