Sanguophages
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
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.
Name | Description | Exclude | ||
---|---|---|---|---|
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.
|
−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.
|
−1 | 1 | - |
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.
|
0 | 3 | - |
Longjump legs |
Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.
|
−2 | 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.
|
−1 | 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.
|
0 | 3 | - |
Archite metabolism |
Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.
|
+6 | 6 | - |
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.
|
0 | 7 | - |
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 | - |
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 | - |
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 | - |
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.
|
+1 | 1 | - |
Hemogen drain |
Carriers lose an additional 8 hemogen per day from biological entropy.
|
+6 | 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.
|
+6 | 1 | - |
Superfast wound healing |
Carriers of this gene heal from wounds four times as fast as normal.
|
−3 | 1 | WoundHealingRate |
Psy-sensitive |
Carriers of this gene are more psychically-sensitive than average.
|
−2 | 1 | PsychicAbility |
Fast runner |
Carriers of this gene move more quickly than normal.
|
−3 | 1 | MoveSpeed |
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.
|
−4 | 2 | ToxResistance |
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.
|
+3 | 1 | UVSensitivity |
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.
|
+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.
|
+4 | 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.
|
+2 | 1 | Aggression Aggressive |
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.
|
−2 | 1 | MeleeDamage |
Low sleep |
Carriers of this gene get tired less quickly than others.
|
−4 | 2 | Sleep |
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.
|
−2 | 1 | Toughness |
Attractive |
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 |
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.
|
−1 | 1 | - |
Strong Melee |
The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | - |
Strong Social |
The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | - |
Great 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.
|
+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
Becoming a sanguophage has a variety of pros and cons, that are generally worth the implantation.
Access to Low Sleep means that, even when considering deathrest, a sanguophage will have more hours of work every day. The archite genes provide eternal youth and health, and cure scars akin to luciferium. Fast walker and Robust are useful to just about any colonist. Finally, their hemogen abilities are all useful in their own way.
However, being a blood drinker does come with costs - a need for hemogen and a need for deathrest. While they are not deal-breakers, you should consider them whenever playing with a sanguophage. These are detailed below.
Sanguophage needs
- Hemogen
Sanguophages can store 100 hemogen, which can be increased by deathresting with attached hemopumps. A sanguophage consumes 10 of their stored hemogen per day, equivalent to a bloodfeed every 2 days. Hemogen reaching 0 is not fatal, but will inflict a gradually increasing penalty that eventually reaches ×50% Consciousness, +15% pain and a −20 moodlet. Hemogen is also required, and consumed by, the Longjump, Piercing spine, and Coagulate abilities.
As a rough measure, each regular humans can meet 1.48 sanguophages' needs for blood indefinitely, assuming no hemogenic abilities are used. Extracting hemogen packs and consuming them is exactly as efficient as blood feeding in terms of hemogen per prisoner per day. Packs require storage space and additional pawn work, but do not inflict a painful bite or a −5 moodlet, and extracting them slowly trains the medical skill.
Prisoners are preferred over colonists because the blood loss will reduce the ability to work for a short time. You can give prisoners the Dead calm gene to make sure they don't escape while still remaining able to feed themselves from nutrient paste dispensers or meals left in their prison. Alternatively, the leg treatment will also prevent escapes and reduce their Market Value, but they will need to be manually fed by colonists. You can also give them negative genes like Very unattractive to reduce food upkeep.
- Deathrest
Sanguophages need to deathrest once every ~30 days. This will last from 4 days (regular bed) to 2.5 days (deathrest casket + 2 deathrest accelerators). During this time, the pawn will have their needs frozen. Lacking deathrest is like lacking hemogen - it isn't fatal, but comes with major Consciousness and mood penalties.
The main cost of deathrest is that your sanguophage might be stuck sleeping whenever a raid arrives. Cassandra Classic and Phoebe Chillax both have defined cooldowns between sets of raids, but Randy Random won't give you that mercy. They can wake up at will, but this results in the Interrupted deathrest hediff, reducing their stats for 5 days.
Note that deathrest comes with some benefit. You can connect with deathrest buildings like the glucosoid pump to improve post-deathrest condition. Psycasters will appreciate using psychofluid pumps to improve their psychic abilities. However, deathrest building capacity is limited. It must be increased one at a time by the expensive and somewhat rare deathrest capacity serum.
- Miscellaneous
Sanguophages have Pyrophobia, which can cause Fleeing Fire mental break if near fire. This makes it more difficult when fighting fire-based enemies like the tesseron and diabolus. In addition, they are damaged more by fire. A firefoam pop pack can be handy.
Sanguophages also have minor UV sensitivity, giving −6 mood and ×90% move speed during the sunlight. Ultimately, this is a minor penalty, but one worth noting. A sanguophage is slightly slower than a base human in the day, but faster at night.
Choosing a host
Because each xenogerm implantation has a cooldown of 2 years, not all your colonists can become a sanguophage right away. There are 2 types of colonist that deserve special mention:
- Colonists with brain damage, or colonists with chronic conditions like frail. These conditions would otherwise require luciferium, healer mech serum, or the biosculpter pod to treat. In a similar vein, older colonists are vulnerable to disease and said chronic conditions. Being a sanguophage renders full proactive immunity to both issues.
- Colonists who would appreciate access to the various genes. Melee fighters will gain access to many good vampire genes, like Strong melee (skill), Strong melee damage, Robust, and Longjump, as well as all the Archite genes. Any colonist will appreciate the powers of Deathless and Scarless. Also, their pyrophobia will negate the Pyromaniac trait. Pawns with Transhumanist ideologies can also go without mandatory age reversals.
Remember that Sanguophage implantation replaces all xenogenes. Your genies, hussars, and highmates will lose all of their respective genes, while any xenogerms you've implanted will be replaced. In addition, placing any xenogerm will erase all the Sanguophage genes. Don't give them Great Melee thinking it'll just improve your sanguophage abilities.
Version history
- 1.4.3534 - Fix: Error on drafting pawn with hemogenic ability gene with no hemogen gene.