RimWorld

RimWorld

Biotech Expansion - Mythic
maxwellccm 2 Nov, 2022 @ 6:43am
gene ideas
kitsune (fire abilities)
Angel (lightning abilities?)
werewolf (shapeshifter)
undine (ice abilities?)
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Showing 1-15 of 28 comments
CTH2004 2 Nov, 2022 @ 9:19am 
Some ideas:
  1. Aurum Generator: generates 1 aurum (Decreasing the passive loss to 1) by absorbing trace amounts of gold and silver atoms from the ground and atmosphere.

  2. Aurum Creater: generates 5 (More? less?) aurum using Archites to extracte gold and silver at a faster rate. Faster on gold/ silver floors?

  3. Hemogen Synthesis: Use 1 aurum to create 2 hemogen, offseting hemogen loss.

  4. Aurum Synthesis: use 3 hemogen to create 1 aurum, to help decrease Aurum Loss

  5. Aurum Augmented Muscles: Use Aurum to improve muscle efficiency, making organic limbs as effective as bionics. Has no effect on in-organic limbs (Bionics, prosthetics, and archotech) (Peg legs get a small boost (Equal to prosthetic?), as they are organic (wood)

  6. Aurum Regeneration: Assist in regeneration using a combination of Archites and Aurum, improving healing and regenerating limbs. consumes aurum when regenerating limbs. regenerating limbs hurts (go figure), and takes a while.

  7. Aurum Clotting: Use aurum to accelerate clotting. consumes aurum when bleeding.

  8. Aurum Shock Preventer: stope pain at "severe", so you don't pass out. Not as good as a painstopper (It consumes aurum when lowering pain), but allows the passive mood boost of Masochist, as well as letting them continue

  9. Aurum Conscisness Boost: Improve Conscisness, locking it at 100+ (If it would increase via any source, it will increase (Drugs still get it past), but conscisness will never drop bellow 110. The farther bellow 110 you should be, the more aurum consumed (If you have a circadian half-cycler, a joywire, severe pain, you should be nearly unconsis. So, it consumes a lot. If you have luciferium and multiple drugs that boost conscisness, you won't consume any if you are past 110! (1 aurum per +10?)

  10. Aurum shock: use aurum to generate a strand of ions, then send an electric pulse through it. This strand will cause EMP, burn damage (slim chance of igniting), and shock damage. Also stuns.
    It also allows you to throw a "ball", by ionizing the air in a sphere, electrifying it, and shooting the ball. That ball will send out weak tendrils of lightning out of itself in a 2 block radius, stunning/ emping anything. No damage, unless it dirrectly hits you. In which case, more damage than the normal strike. Uses more Aurum

  11. More?
Last edited by CTH2004; 2 Nov, 2022 @ 9:22am
DigiDragoon 2 Nov, 2022 @ 1:17pm 
It'd be fun to have a phoenix or unicorn gene set with healing powers and/or resurrect abilities. Maybe kirin hooves to grow flowers in tiles walked through?
Last edited by DigiDragoon; 2 Nov, 2022 @ 1:18pm
Moonlight Knight 2 Nov, 2022 @ 1:25pm 
Originally posted by DigiDragoon:
It'd be fun to have a phoenix or unicorn gene set with healing powers and/or resurrect abilities. Maybe kirin hooves to grow flowers in tiles walked through?
Seconding this, I'm. Really excite for the idea of unicorn/kirin-based mythics.
CTH2004 2 Nov, 2022 @ 3:10pm 
Originally posted by |dvh|:
Mothman: https://en.wikipedia.org/wiki/Mothman
don't you mean craneman?
Moonlight Knight 2 Nov, 2022 @ 3:45pm 
Originally posted by CTH2004:
Originally posted by |dvh|:
Mothman: https://en.wikipedia.org/wiki/Mothman
don't you mean craneman?
No, but mothfolk genes would actually be pretty ♥♥♥♥♥♥♥ lit
DigiDragoon 2 Nov, 2022 @ 5:50pm 
Originally posted by Moonlight Knight:
Originally posted by CTH2004:
don't you mean craneman?
No, but mothfolk genes would actually be pretty ♥♥♥♥♥♥♥ lit
I'll second that. Though there's an mod building insect genes right now, maybe suggest it there too?
Deathweed 2 Nov, 2022 @ 7:11pm 
Sone concepts;

1. Psychic Boon; The pawn, on birth, is given a Psylink, and a level is Psycasting. Meditating at a Anima Tree will increase the Anima tree's Anima grass growth. The pawn counts as having an extra 10% psychic sensitivity when casting.

2. Dryad Boon; When connected to a Gauranlen Tree, and the tree is above 50% pruning, the pawn gains a 20% increase to movement, manipulation and sight. The connected Gauranlen tree will not produce a third dryad. If the connected tree is at 70% or above, the selected pawn looses the need to eat or sleep.

3. Photosynthetic pigments; a strain of Chloroplasts exist within this pawns hair and/or skin. When the pawn is in a place with 51% or more sunlight, they slowly gain more food. The gain is slow, and scales with sunlight, The pawn reaches an equilibrium against food loss at 90% lighting. This gives the hair a bushy texture.

4. BarkSkin; Carriers have a rough, dry skin that is a 10% resist to all damage types, with the exception of fire, with all fire damage being multiplied by four. This also gives the skin a rough wood-like texture.

5. ProToxic; The body of the pawn views no wrong within the pollutants around them, until its to late. They are vulnerable to toxic gas, pollution, toxic fallout and direct attacks with venomous weapons. Surprisingly, Rotstink exposure does not give Lungrot onto those with this genome, and they often gain a random illness instead.

6. Jawless; -5% social opinion by other pawns without this genome. "Its so weird, [PAWN NAME] speaks, but they lack a voice." The pawn suffers a -50% consumption speed. If the pawn has Jawless and Photosynthetic pigments, They reach a nutrient equalibrium at 80%, otherwise, your pawn may starve.

7. Seedlaying; Instead of giving birth, the pawn produces a seed. The seed, once planted will grow into a new child pawn of around the age of Seven (or the first growth moment) within two quadrums time.

8. -Archite- Dryad Queen; The pawn is not allowed to link with a Gauranlen, as the pawn itself is a walking Gauranlen tree. The pawn does not require food or sleep, but must upkeep a "Pruning" need. The pruning need can be done by another pawn, but the pawn itself can prune itself if it has self tend enabled. The pruning process requires plants skill. If the pruning need reaches zero, the pawn suffers from malnutrition. The pawn will passively birth dryads in a similar process to becoming pregnant, but entirely self secular. The player gets to choose what dryad type is produced at the end of each "Pregency" during the birthing process. For each produced dryad, the pawn's pruning need passively goes down by an extra five percent. The dryads will try to stay close to the pawn at all times. The pawn will produce a maximum of six dryads.

9. -Archite- Anima lord; The pawn is Psychicly tuned to such a degree that one can argue that their mind only exists in the Psychic plane. The pawn, by birth, gain two Psylink levels. Every time they should increase in Psylevel, they increase twice. The pawn does not have Psylink level maximum capacity, and it goes up exponentially. The pawn is incapable of going unconscious from Psycasting, and does not gain Neural heat when casting. The pawn also passively gains Psyfocus

Thoughts?
I was going for a Ent and/or Dryad themed Xenotype, and wouldn't mind Criticism, i understand that most of these are probably wildly overpowered, but, they could like, have high costs, or something.
Last edited by Deathweed; 2 Nov, 2022 @ 7:13pm
CTH2004 3 Nov, 2022 @ 12:20pm 
Originally posted by Moonlight Knight:
Originally posted by CTH2004:
don't you mean craneman?
No, but mothfolk genes would actually be pretty ♥♥♥♥♥♥♥ lit
I said "craneman" because they suspect that the "mathman" was just people seeing a species of Crane, but way outside it's normal living area!
Moonlight Knight 3 Nov, 2022 @ 1:06pm 
Originally posted by CTH2004:
Originally posted by Moonlight Knight:
No, but mothfolk genes would actually be pretty ♥♥♥♥♥♥♥ lit
I said "craneman" because they suspect that the "mathman" was just people seeing a species of Crane, but way outside it's normal living area!
Yeah I'm just specifically saying that a mothfolk geneset would be pretty amazing.
CTH2004 3 Nov, 2022 @ 1:25pm 
Originally posted by Moonlight Knight:
Originally posted by CTH2004:
I said "craneman" because they suspect that the "mathman" was just people seeing a species of Crane, but way outside it's normal living area!
Yeah I'm just specifically saying that a mothfolk geneset would be pretty amazing.
I know (:
I'm just making a joke (:
nimmygreen 4 Nov, 2022 @ 6:33am 
hydra
poison attacks
high regenerative ability's
weak to fire
stardrac 4 Nov, 2022 @ 3:20pm 
Basilisk:
Venom Spew
Petrifying Glare (slow enemies down in a cone direction)
Terrifying Screech (demoralizing effect, may confuse enemies)
Tough
Scaleskin
Tox Resistance
Animal Fear (-mood around animals, if attacked by one may go into mental break)
EMP Weakness
Cold Blooded
Евген Мяо 5 Nov, 2022 @ 11:55pm 
Pangolin

1) Defense/Attack - This ability works as a transformation in which the Pangolin either collects its scales into a smooth and extremely durable suit with high defense ratings, or ruffles its scales, literally being covered by needle-knives. The first mode offers extra protection against all types of damage, while the second mode returns some of the damage received back to the enemy, as well as imposing passive slashing damage on all nearby enemies.

2) Ball - When incapacitated, the pawn does not just "drop" but is minimized into an armored orb that has huge numbers of protection against any damage, and the orb cannot be seized or moved in any way, except for the "Rescue" action.

3) Claw-Laws - The pawn digs quickly...in the real world, pangolins have large claws to ravage ant hills and dig holes.
Last edited by Евген Мяо; 5 Nov, 2022 @ 11:57pm
Евген Мяо 6 Nov, 2022 @ 12:20am 
1) Shadowborn - The pawn takes fire damage in the light, while in the darkness it can regenerate any injuries, regenerate organs and limbs very quickly. In a peaceful state being in the darkness such a pawn has permanent invisibility, enemies do not pay any attention to it until it attacks itself.

2) Coldborn - The pawn's body is in a state of Bose-Einstein condensation, it has both physical and non-physical nature very quickly changing from one state to another, as if constantly "blinking" due to which it is incredibly difficult to cause such "ghost" physical damage (Very high evasion in both melee and ranged combat) and moreover, the pawn can control its shimmer in order to move very quickly turning into a stream of mist. In this state the pawn cannot make contact with its surroundings, but only runs very fast, almost teleporting. In addition, the Bose-Einstein condensate is a very, very cold substance. Just finding a pawn rapidly reduces the ambient temperature to -100 or even -200 degrees, and melee attacks are guaranteed to impose rapidly developing hypertension. Such pawns themselves, of course, do not react to the cold, but they are very afraid of heat.
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