Difference between revisions of "Vampire/Old"

From Paradise Station Wiki
Jump to navigation Jump to search
(redirect for time being)
Tag: New redirect
(Moved Vampire/testmerge to Vampire, as per PR #16476 getting merged.)
Tags: Removed redirect Reverted
Line 1: Line 1:
#REDIRECT [[Vampire/Testmerge]]
{{Awaiting PR
| PRname=WIP Vampire Rework
| PRlink=https://github.com/ParadiseSS13/Paradise/pull/16476
| DraftPage=[[Vampire/Testmerge]]
}}
{{JobPageHeader
{{JobPageHeader
|colour = 222222
|colour = 222222
Line 11: Line 5:
|img = Vampire.png
|img = Vampire.png
|jobtitle = Vampire
|jobtitle = Vampire
|access = Anywhere your mist form will take you.
|access = Anywhere your powers can take you.
|difficulty = Hard
|difficulty = Hard
|superior = The Council of Space Vampires.
|superior = ???
|duties = Complete your objectives, steal all the crew's blood.
|duties = Complete your objectives, drink blood, become an unholy monster.
|guides = This is the guide.
|guides = This is the guide.
}}
}}
{{JobAntag}}
{{JobAntag}}
Vampires are certain individuals who have been granted power by their inducting Lord. Said power always comes at a price, however, and lesser vampires are often given tasks to fulfill in exchange for it. These tasks can vary significantly, and their nature is often as unknowable as the true nature of the Lords and the mysterious cabals formed by some of them.


You are a Vampire! Usually the terror of dark, stormy nights, this time you're working for the Syndicate and tasked with terrorizing the NSS Cyberiad. Your objectives will mirror those of regular traitors, except for the task of obtaining a certain amount of blood from '''living''' crew. Avoid anything to do with the Chaplain, particularly holy water, and good luck!
Vampires possess abilities to drain and manipulate life essence from the blood of sapient beings, shortening the lifespan of the victim by years while empowering themselves with newfound strength.


== Starting Out ==
This power is not without consequence; vampires acquire a vital weakness to areas, objects, and individuals of spiritual strength. Strong belief is poison to them - sanctified sites, holy water, fire, and starlight all spell doom for a vampire. Even a strong superstition can be harmful, as evidenced by their aversion towards garlic.  
When you start out as a Vampire you have aboslutely zero usable blood and very few abilities. You are more or less on the same footing as any other crew member, as your starting abilities are very situational.
You start out with Rejuvenate, Glare, and Hypnotize.


* Hypnotize you won't be able to use until you've drained some blood, but it provides a short stun.
Vampires are considered a threat to colonies and stations across known space. Recognized as inherently criminal by all major states and companies in the galaxy, they are also classified as Enemies of the Corporation by Nanotrasen.
* Glare only works for a few seconds, however, long enough for you to tie an individual.
* Rejuvenate has a short cooldown, making it only useful for removing a single stun in most encounters.


In other words your abilities are good to escape from a situation and not much else. To actually acquire '''usable''' blood you will need to rely on your wits.


Exercise caution around the chapel and the chaplain, as the latter is immune to your powers, while the former will cause you to burst into flames if you remain within it for anything longer than a quick run through.
== Starting Out ==
 
When you start out as a Vampire you have absolutely zero usable blood and two abilities. Using Glare can stun and silence, with the effect varying depending on your orientation to the target, and Rejuvenate will clear all stuns.
== Sucking Blood ==
However after drinking a total of 150 blood, you gain access to 3 unique and mutually exclusive skill trees, with increasingly powerful abilities tailored to various play styles. Drink 1,000u of blood from at least 8 different people and rise to your full power, gaining improved night vision, immunity to holy water, the chapel, nullification, and the chaplains holiness. Become a blood-fueled emissary of death and destruction!
* Make sure you're targeting the head.
* Make sure you're on harm intent, and attack with an empty hand.
* You will continue to suck blood until you move away from the victim, pick something up/swap hands, or until they run out of blood.
Sucking blood from a living person causes blood loss and oxygen deprivation. Sucking blood from a humanized monkey will fill your hunger, but not give you additional blood to use for your powers.
 
'''NOTE:''' Slime people, Plasmamen, and IPCs cannot have blood stolen as they do not ''have'' blood, make sure to remember this so you don't end up risking your cover only to bite into nothing. However, they can still be vampires themselves(Except for IPCs who are antag-restricted)
 
== Your First Victim ==
Acquiring your first victim is often very difficult. Here is a sample method:
 
* Make some cable cuffs/a stun prod.
* Glare your preferred target (or use a stunprod).
* Tie them up, and remove their headset.
* Drag them off and drain them of their blood!
 
After that you can use some of your more advanced abilities to get more victims.


== Vampiric Powers ==
== Vampiric Powers ==
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #D3C7DB;"
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #D4D4D4;"
|- style="font-weight: bold; text-align: center; background-color: #6a646e; color: white;"
|- style="font-weight: bold; text-align: center; background-color: #3E3D3D; color: white;"
| style="width: 150pt; center;"            | Name
| style="width: 150pt; center;"            | Name
| style="width: 50pt;" class="unsortable"  | Unlock
| style="width: 50pt;" class="unsortable"  | Unlock
Line 64: Line 38:
!0
!0
|20 Seconds||0||Removes any and all stuns.
|20 Seconds||0||Removes any and all stuns.
|-
!'''Rejuvenate II'''
[[File:Vamprejuv.png]]
!200
|20 seconds||0||Removes any and all stuns. Purges 10u of any harmful reagent. Heals 10 points each of brute, burn, toxin, and heals 50 points of oxyloss.
|-
|-
!'''Glare'''
!'''Glare'''
[[File:Vampglare.png]]
[[File:Vampglare.png]]
!0
!0
|30 Seconds||0||You glare, causing targets within melee tiles to be immediately stunned for a short period of time. The stun only lasts 10 seconds. Will not stun other vampires.
|30 Seconds||0||Causes targets within melee tiles to take stamina damage depending on your orientation to them:
Those in front of you take 100 stamina damage and are silenced for 4-6 seconds
<br>Those to your sides are stunned, take moderate stamina damage, and are confused
<br>Those behind you take minor stamina damage and are confused.
<br>If used while stunned, causes targets to trip
|-
!'''Choose Specialization'''
[[File:Vampire spec.png]]
!150
|N/A||0||Allows you to choose from one of the 3 vampiric paths.
|-
!'''Shadow Step'''
[[File:Vampstep.png]]
!250
|5 Seconds||30||Teleports you to the nearest shadow. '''Will not work if there is no dark tile within 6 tiles'''
|-
|-
!'''Hypnotize'''
|}
[[File:Vamphypno.png]]
=== Gargantua Powers ===
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #FFB399;"
|- style="font-weight: bold; text-align: center; background-color: #FF4000; color: white;"
| style="width: 150pt; center;"            | Name
| style="width: 50pt;" class="unsortable"  | Unlock
| style="width: 100pt;" class="unsortable" | Cooldown
| style="width: 50pt;" class="unsortable"  | Blood Cost
| class="unsortable"                      | Description
|-
!'''Gargantuan Vigor'''
!0
!0
|3 Minutes||20||You stare deeply into a target's eyes, causing them to be hypnotized. Takes a couple of seconds and and stuns the individual for a little while; enough time to remove a headset and tie.
|Passive||N/A||Rejuvenate more health the more damage you've taken, to a maximum of 50 health at 100 damage.
|-
!'''Blood Swell'''
[[File:Vampire swell.png]]
!150
|40 seconds||30||For 30 seconds: Reduces incoming brute and stamina damage by 50%, burn damage by 20%, and halves all stun times. '''Guns are unusable for the duration.'''
|-
!'''Blood Rush'''
[[File:Vampire rush.png]]
!250
|30 seconds||30||For 10 seconds: Doubles movement speed.
|-
!'''Blood Swell II'''
[[File:Vampire swell.png]]
!400
|40 seconds||30||For 30 seconds: Identical resistance buffs to ''Blood Swell I''. In addition increases the users melee damage by 10. '''Guns are unusable for the duration.'''
|-
|-
!'''Shapeshift'''
!'''Overwhelming Force'''
[[File:Vampshift.png]]
[[File:Vampire force.png]]
!100
!600
|3 Minutes||50||Randomizes your identity, much like a DNA scrambler.
|2 seconds||5 per door||When activated: automatically and instantly pry open doors you don't have access to. '''This will not work on bolted or welded doors'''. Also prevents you from being pushed or pulled.
|-
|-
!'''Vampiric Vision'''
!'''Charge'''
[[File:Vampthermal.png]]
[[File:Vampire charge.png]]
!100
!Full Power
|N/A
|30 seconds||30||Click to charge towards a target. On contact:  destroy walls, stun, damage, and knock back mobs, deal 200 damage to mechs and knock them back. (not a fan of this explanation but dont know how to fix it)
|0
|Provides permanent thermal vision.
|-
|-
!'''Diseased Touch'''
|}
[[File:Vampdisease.png]]
 
=== Haemomancer Powers ===
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #F39696;"
|- style="font-weight: bold; text-align: center; background-color: #c72a2a; color: white;"
| style="width: 150pt; center;"            | Name
| style="width: 50pt;" class="unsortable"  | Unlock
| style="width: 100pt;" class="unsortable" | Cooldown
| style="width: 50pt;" class="unsortable"  | Blood Cost
| class="unsortable"                      | Description
|-
!'''Vampiric Claws'''
[[File:Vampiric Claws.png]]
!150
!150
|3 Minutes||100||Infects someone with Shutdown Syndrome, and mimics the "help" intent shake when used. Takes a '''very''' long time to kick in, don't plan on it as an instant stun.
|30 seconds||30||Create undropable claws of blood. Claws have a 50% chance of blocking melee attacks and removes bonus blood from the target on hit, a fraction of this is added to your blood total; increasing your blood total by 5 per swing. Has a durability of 20 swings, that decreases in total by 1 every 2 seconds. Use in hand to dispel.
|-
!'''Blood Tendril'''
[[File:Vampire tendril.png]]
!250
|30 seconds||10||Manifest tentacles of blood in a 3x3 grid around a tile you click. After a short delay, these will latch onto anyone on their tile, slowing them massively for 4-6 seconds.
|-
!'''Blood Pool'''
[[File:Vampire pool.png]]
!400
|30 seconds||50||Briefly transform into a sentient blood puddle, increasing movement speed and allowing you to move through anything except walls and space.
|-
|-
!'''Cloak of Darkness'''
!'''Blood Eruption'''
[[File:Vampcloak.png]]
[[File:Vampire eruption.png]]
!150
!600
|N/A
|200 seconds||100||Cause any blood within 4 tiles of you to erupt, dealing 50 brute damage to anyone standing on it.
|0
|Automatically cloaks you in dark areas, making you very hard to see, can be toggled on/off.
|-
|-
!'''Rejuvenate+'''
!'''The Blood Bringer's Rite'''
[[File:Vamprejuv.png]]
[[File:Vampire rite.png]]
!200
!Full Power
|20 Seconds||0||Heals in addition to removing any and all stuns.
|10 seconds||10 every 2 seconds||When active: constantly leech blood from up to 10 people in view, healing you massively and removing incapacitating effects. The healing is per person in range, and is massively reduced for burn damage.
|-
|-
!'''Summon Bats'''
|}
[[File:Vampbats.png]]
 
!200
=== Umbrae Powers ===
|2 Minutes||75||Summons up to two groups of vampire bats which will attack '''everyone, including your thralls, except you.'''
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #ECB3FF;"
|- style="font-weight: bold; text-align: center; background-color: #6F0094; color: white;"
| style="width: 150pt; center;"            | Name
| style="width: 50pt;" class="unsortable"  | Unlock
| style="width: 100pt;" class="unsortable" | Cooldown
| style="width: 50pt;" class="unsortable"  | Blood Cost
| class="unsortable"                      | Description
|-
|-
!'''Chiroptean Screech'''
!'''Cloak of Darkness'''  
[[File:Vampscreech.png]]
[[File:Vampire cloak.png]]
!200
!150
|3 Minutes||30||Stuns all nearby humans, and shatters nearby glass objects. This will also stun your thralls but not other vampires.
|Toggleable||0||When activated: slightly increases your speed and decreases your visibility by 15% in the dark. Increases burn damage taken by 30%. Is completely disabled by fire.
|-
|-
!'''Shadowstep'''
!'''Shadow Snare'''
[[File:Vampstep.png]]
[[File:Vampire snare.png]]
!250
!250
|5 Seconds||30||Teleports you to the nearest shadow. Warning! Will not teleport you if a dark tile is not in range.
|20 seconds||20||Turn a tile into a trap, blinding those who spring it and deactivating any lights they have. Disarm the trap with prolonged exposure to light (about 8 seconds).
|-
!'''Dark Passage'''
[[File:Vampire passage.png]]
!400
|40 seconds||30|| Click on a turf to teleport to it. Works even when stunned.
|-
!'''Extinguish'''
[[File:Vampire extinguish.png]]
!600
|20 seconds||0||Turns off any light sources in view and destroys glowshrooms. Has no effect on fire or flares.
|-
|-
!'''Mist Form'''
!'''Eternal Darkness'''
[[File:Vampmist.png]]
[[File:Vampire darkness.png]]
!300
!Full Power
|1 Minute||30||Similar to wizard's Ethereal Jaunt spell, turns you non-corporeal for a moment. Shifting through space for a moment will still give you space damage but will not set you on fire. NOTE: this doesn't unstun you like wizard jaunt.
|10 seconds||5 every 2 seconds||Summons a wave of shadow over a massive area around the vampire. Anyone in these shadows gets their body temperature slowly reduced. Does not affect the caster.
|-
|-
!'''Enthrall'''
!'''Umbral Sight'''
[[File:Vampenthrall.png]]
!Full Power
!300
|Passive||N/A||Gain X-ray vision.  
|3 Minutes||300||Turns a victim into your loyal slave. You and your victim must hold still or it will cancel the spell. Takes around ten seconds to complete and blood cost will not be refunded if the spell is disrupted. You cannot thrall mindshielded targets. '''Thralls can be dethralled by using holy water.'''
|-
|-
!'''Full Power'''
[[File:Vamppower.png]]
!500
|N/A
|0
|Chapel and holy water no longer causes you harm or blocks your abilities (Powers ignore the immunity of holy characters as well). Permanent X-Ray Vision.
|}
|}


== Notes ==  
==Fighting Vampires==  
* DON'T STEP FOOT ANYWHERE NEAR SPACE. Space operates much the same as the chapel, and will cause you to spontaneously combust and subsequently die even if you've reached final form.
While vampires are very powerful entities, they are not without weaknesses. The two most notable are ''Faith'' and ''Fire''.  
* Drinking from dead bodies will only raise your total blood count and will not provide you with any usable blood, and drains at a rate of 5 units per cycle, rather than 10.
*Vampires are have a deadly weakness to fire, and being on fire will drain their strength over time.  
* Humanized monkeys are able to have their blood drained, regular or simple mobs (non-humanized monkeys, mice, etcetera) are unable to have their blood drained.
*Vampiric abilities can be ''nullified'', which increases the blood cost of powers; Nullification scales all the way to 100 at which Vampires cannot use any abilities. A [[Chaplain]]'s Null Rod or holy water apply nullification.
* The max amount of blood you can obtain from some one, in one sucking, is 227.75 units of blood.
*Ingesting holy water will cause vampires to vomit some of their stored blood, drain some of their stamina, and increase their total nullification.  
* Blood from containers (glasses, etc) does not count towards either your blood count total, or your usable blood.
*Vampires will burst into flames upon entering a chapel.  
* Once you enthrall someone, they are bound to your will, and can only be freed by being force-fed holy water. If they refuse to do anything you say, including charging to their death or otherwise obeying your EVERY command, ahelp it, because they're breaking the rules.
*Starlight is extraordinarily deadly to even full strength vampires, dealing serious genetic damage while the vampire is in space. Prolonged exposure will turn the vampire to dust.
* It is possible to drink blood from blood-packs, assuming you put that blood into a viable target first. Draining someone to near death then filling them with blood from an IV drip to drain even more is a viable strategy.
*'''If a vampire attains full power:''' They gain full immunity to nullification, holy water, and can freely enter holy sites. Fire will no longer drain their blood supply, and their powers are no longer affected by holy individuals such as chaplains and inquisitors.  
* Using iron pills and emergency autoinjectors to sustain the lives of victims is also a popular method.
==Tips==
* You are still crew! Keep this in mind for handling AI, cyborgs, and working around station protocol.
* Keeping track of what powers a vampire has and when they can use them is critical.  
 
* Make sure a vampire has already used their rejuvenate before you cuff them or they'll quickly turn the tables.  
== Lore ==
* Glare has no effect if the vampire is blindfolded.
 
* Vampires can still glare you when they are stunned! Its will only last for 1 second, but it will prevent you from cuffing them.
 
* Vampire abilities don't affect other vampires or those that are holy (the chaplain and inquisitor ERTs).
An entity that lives in bluespace, and is known to take control of a body as it approaches death. The "soul" is replaced with this entity, who inherits the memories and personality of the body via it's brain.
* Fully powered vampires can overcome holy protection.
 
Able to suck the life force on others, it gains power from this, allowing the entity greater influence over reality from bluespace.
 
Such presence also gives it vulnerabilities to psychic phenomena, such as waters blessed by the faithful, or the light of stars.
 
It is illegal to be a vampire, and they are subsequently treated the same as syndicate agents.
 
== Vampire Traitor ==
 
It's possible with the Vampire/Traitor game mode that you might be both.  
 
This will give you access to more powerful tools, such as the traitor uplink, but will also give you additional objectives to achieve, making the bar for success much higher. Keep in mind that as a Vampire you cannot use Holoparasites, [[Martial Arts#Way of the Sleeping Carp|Sleeping Carp]] or [[Martial Arts#CQC|CQC]].
 


{{JobsTable}}
{{JobsTable}}


[[Category:Game Modes]][[Category:Jobs]]
[[Category:Game Modes]][[Category:Jobs]]

Revision as of 18:35, 14 November 2021

ANTAGONIST

Vampire.png
Vampire

Superiors: ???
Difficulty: Hard
Guides: This is the guide.
Access: Anywhere your powers can take you.
Duties: Complete your objectives, drink blood, become an unholy monster.


Antagonist


Vampires are certain individuals who have been granted power by their inducting Lord. Said power always comes at a price, however, and lesser vampires are often given tasks to fulfill in exchange for it. These tasks can vary significantly, and their nature is often as unknowable as the true nature of the Lords and the mysterious cabals formed by some of them.

Vampires possess abilities to drain and manipulate life essence from the blood of sapient beings, shortening the lifespan of the victim by years while empowering themselves with newfound strength.

This power is not without consequence; vampires acquire a vital weakness to areas, objects, and individuals of spiritual strength. Strong belief is poison to them - sanctified sites, holy water, fire, and starlight all spell doom for a vampire. Even a strong superstition can be harmful, as evidenced by their aversion towards garlic.

Vampires are considered a threat to colonies and stations across known space. Recognized as inherently criminal by all major states and companies in the galaxy, they are also classified as Enemies of the Corporation by Nanotrasen.


Starting Out

When you start out as a Vampire you have absolutely zero usable blood and two abilities. Using Glare can stun and silence, with the effect varying depending on your orientation to the target, and Rejuvenate will clear all stuns. However after drinking a total of 150 blood, you gain access to 3 unique and mutually exclusive skill trees, with increasingly powerful abilities tailored to various play styles. Drink 1,000u of blood from at least 8 different people and rise to your full power, gaining improved night vision, immunity to holy water, the chapel, nullification, and the chaplains holiness. Become a blood-fueled emissary of death and destruction!

Vampiric Powers

Name Unlock Cooldown Blood Cost Description
Rejuvenate

Vamprejuv.png

0 20 Seconds 0 Removes any and all stuns.
Rejuvenate II

Vamprejuv.png

200 20 seconds 0 Removes any and all stuns. Purges 10u of any harmful reagent. Heals 10 points each of brute, burn, toxin, and heals 50 points of oxyloss.
Glare

Vampglare.png

0 30 Seconds 0 Causes targets within melee tiles to take stamina damage depending on your orientation to them:

Those in front of you take 100 stamina damage and are silenced for 4-6 seconds
Those to your sides are stunned, take moderate stamina damage, and are confused
Those behind you take minor stamina damage and are confused.
If used while stunned, causes targets to trip

Choose Specialization

Vampire spec.png

150 N/A 0 Allows you to choose from one of the 3 vampiric paths.
Shadow Step

Vampstep.png

250 5 Seconds 30 Teleports you to the nearest shadow. Will not work if there is no dark tile within 6 tiles

Gargantua Powers

Name Unlock Cooldown Blood Cost Description
Gargantuan Vigor 0 Passive N/A Rejuvenate more health the more damage you've taken, to a maximum of 50 health at 100 damage.
Blood Swell

Vampire swell.png

150 40 seconds 30 For 30 seconds: Reduces incoming brute and stamina damage by 50%, burn damage by 20%, and halves all stun times. Guns are unusable for the duration.
Blood Rush

Vampire rush.png

250 30 seconds 30 For 10 seconds: Doubles movement speed.
Blood Swell II

Vampire swell.png

400 40 seconds 30 For 30 seconds: Identical resistance buffs to Blood Swell I. In addition increases the users melee damage by 10. Guns are unusable for the duration.
Overwhelming Force

Vampire force.png

600 2 seconds 5 per door When activated: automatically and instantly pry open doors you don't have access to. This will not work on bolted or welded doors. Also prevents you from being pushed or pulled.
Charge

Vampire charge.png

Full Power 30 seconds 30 Click to charge towards a target. On contact: destroy walls, stun, damage, and knock back mobs, deal 200 damage to mechs and knock them back. (not a fan of this explanation but dont know how to fix it)

Haemomancer Powers

Name Unlock Cooldown Blood Cost Description
Vampiric Claws

Vampiric Claws.png

150 30 seconds 30 Create undropable claws of blood. Claws have a 50% chance of blocking melee attacks and removes bonus blood from the target on hit, a fraction of this is added to your blood total; increasing your blood total by 5 per swing. Has a durability of 20 swings, that decreases in total by 1 every 2 seconds. Use in hand to dispel.
Blood Tendril

Vampire tendril.png

250 30 seconds 10 Manifest tentacles of blood in a 3x3 grid around a tile you click. After a short delay, these will latch onto anyone on their tile, slowing them massively for 4-6 seconds.
Blood Pool

Vampire pool.png

400 30 seconds 50 Briefly transform into a sentient blood puddle, increasing movement speed and allowing you to move through anything except walls and space.
Blood Eruption

Vampire eruption.png

600 200 seconds 100 Cause any blood within 4 tiles of you to erupt, dealing 50 brute damage to anyone standing on it.
The Blood Bringer's Rite

Vampire rite.png

Full Power 10 seconds 10 every 2 seconds When active: constantly leech blood from up to 10 people in view, healing you massively and removing incapacitating effects. The healing is per person in range, and is massively reduced for burn damage.

Umbrae Powers

Name Unlock Cooldown Blood Cost Description
Cloak of Darkness

Vampire cloak.png

150 Toggleable 0 When activated: slightly increases your speed and decreases your visibility by 15% in the dark. Increases burn damage taken by 30%. Is completely disabled by fire.
Shadow Snare

Vampire snare.png

250 20 seconds 20 Turn a tile into a trap, blinding those who spring it and deactivating any lights they have. Disarm the trap with prolonged exposure to light (about 8 seconds).
Dark Passage

Vampire passage.png

400 40 seconds 30 Click on a turf to teleport to it. Works even when stunned.
Extinguish

Vampire extinguish.png

600 20 seconds 0 Turns off any light sources in view and destroys glowshrooms. Has no effect on fire or flares.
Eternal Darkness

Vampire darkness.png

Full Power 10 seconds 5 every 2 seconds Summons a wave of shadow over a massive area around the vampire. Anyone in these shadows gets their body temperature slowly reduced. Does not affect the caster.
Umbral Sight Full Power Passive N/A Gain X-ray vision.

Fighting Vampires

While vampires are very powerful entities, they are not without weaknesses. The two most notable are Faith and Fire.

  • Vampires are have a deadly weakness to fire, and being on fire will drain their strength over time.
  • Vampiric abilities can be nullified, which increases the blood cost of powers; Nullification scales all the way to 100 at which Vampires cannot use any abilities. A Chaplain's Null Rod or holy water apply nullification.
  • Ingesting holy water will cause vampires to vomit some of their stored blood, drain some of their stamina, and increase their total nullification.
  • Vampires will burst into flames upon entering a chapel.
  • Starlight is extraordinarily deadly to even full strength vampires, dealing serious genetic damage while the vampire is in space. Prolonged exposure will turn the vampire to dust.
  • If a vampire attains full power: They gain full immunity to nullification, holy water, and can freely enter holy sites. Fire will no longer drain their blood supply, and their powers are no longer affected by holy individuals such as chaplains and inquisitors.

Tips

  • Keeping track of what powers a vampire has and when they can use them is critical.
  • Make sure a vampire has already used their rejuvenate before you cuff them or they'll quickly turn the tables.
  • Glare has no effect if the vampire is blindfolded.
  • Vampires can still glare you when they are stunned! Its will only last for 1 second, but it will prevent you from cuffing them.
  • Vampire abilities don't affect other vampires or those that are holy (the chaplain and inquisitor ERTs).
  • Fully powered vampires can overcome holy protection.
CaptainHead of PersonnelHead of SecurityChief EngineerResearch DirectorChief Medical OfficerQuartermaster
Nanotrasen RepresentativeBlueshield Officer
Internal AffairsMagistrate
WardenSecurity OfficerDetective
Station EngineerAtmospheric Technician
Medical DoctorParamedicChemistGeneticistVirologistPsychologistCoroner
ScientistRoboticist
Cargo TechnicianShaft MinerExplorer
JanitorChefBartenderBotanistClownMimeChaplainLibrarian
AnimalAssistantDerelict ResearcherGhostGolemSyndicate Researcher
AICyborgMaintenance DronePersonal AI
AbductorsAsh WalkerBlobChangelingConstructContractorCultistGuardianLavaland EliteMindflayerMorphNuclear AgentPulse DemonRevenantRevolutionaryShadow DemonSlaughter DemonSITSyndicate ResearcherTerror SpiderTraitorVampireWizardXenomorphZombie
Central Command OfficerDeath CommandoEmergency Response TeamHighlanderTradersSpecial Event RolesSuper HeroesSyndicate Infiltration TeamCluwne