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[[File:Vamprejuv.png]]
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|20 Seconds||0||Removes any and all stuns. Removes 100 stamina damage.
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<br>Those to your sides are stunned, take moderate stamina damage, and are confused  
<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>Those behind you take minor stamina damage and are confused.  
<br>If used while stunned, causes targets to trip.
<br>If used while stunned, causes targets to trip  
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!'''Choose Specialization'''
!'''Choose Specialization'''

Revision as of 02:37, 15 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 will be unable to gain sustenance from anything other than blood. You'll start with two powers: Glare and Rejuvenate. 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%. 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.
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