Difference between revisions of "Vampire"
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* Make sure a vampire has already used their rejuvenate before you cuff them, or they may quickly turn the tables. | * Make sure a vampire has already used their rejuvenate before you cuff them, or they may quickly turn the tables. | ||
* ''Glare'' has no effect if the vampire is blindfolded. | * ''Glare'' has no effect if the vampire is blindfolded. | ||
* Vampires can still | * Vampires can still ''glare'' you when they are stunned! It 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). | * Vampire abilities don't affect other vampires or those that are holy (the chaplain and inquisitor ERTs). | ||
{{JobsTable}} | {{JobsTable}} | ||
[[Category:Game Modes]][[Category:Jobs]] | [[Category:Game Modes]][[Category:Jobs]] |
Revision as of 12:35, 16 November 2021
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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 | 0 | 20 Seconds | 0 | Removes any and all stuns. Removes 100 stamina damage. |
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Rejuvenate II | 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 | 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
|
Choose Specialization | 150 | N/A | 0 | Allows you to choose from one of the 3 vampiric paths. |
Shadow Step | 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. |
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Blood Swell | 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 | 250 | 30 seconds | 30 | For 10 seconds: Doubles movement speed. |
Blood Swell II | 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 | 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 | 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 | 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. |
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Blood Tendril | 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 | 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 | 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 | 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 greatly reduced for burn damage. |
Umbrae Powers
Name | Unlock | Cooldown | Blood Cost | Description |
Cloak of Darkness | 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. |
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Shadow Snare | 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 | 400 | 40 seconds | 30 | Click on a turf to teleport to it. Works even when stunned. |
Extinguish | 600 | 20 seconds | 0 | Turns off any light sources in view and destroys glowshrooms. Has no effect on fire or flares. |
Eternal Darkness | 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, they are not without weaknesses; the two most notable are Faith and Fire.
- Vampires 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 point Vampires cannot use any abilities. A Chaplain's Null Rod or holy water applies 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 reduce the vampire to dust and ash.
- 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
- Know your victims species before attempting to bite them! IPCs, Slimepeople, and Plasmamen have no blood and cannot be drank from!
- IPC and Plasmamen cannot be vampires.
- While you won't gain power, blood from blood bags or creatures such as monkeys will nourish you.
- 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 may quickly turn the tables.
- Glare has no effect if the vampire is blindfolded.
- Vampires can still glare you when they are stunned! It 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).