User:Threes

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Revision as of 19:03, 19 September 2021 by Threes (talk | contribs)
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THIS IS A DRAFT PAGE. IF THINGS ARE WRONG OR HARD TO UNDERSTAND @ ME ON DISCORD.


TO DO:

  • Need to decide and standardize on a single tense. Mixing up tenses and tones ain't good.

Going to continue trying the Simple Present Tense, but honestly I'll probably drop the style for clarity down the line and go with a proper wiki "professional" format. <-- Listen to your past self bud, clean this shit up.

  • Take out all my notes (these ones included)
  • Add in a paragraph between default and class powers explaining how choosing a class works, as well as some overview on classes. (also make it look pretty, should ask someone good at formatting)
  • Explain briefly the new nullification and explain that being on fire costs blood
  • ADD SPRITES


ANTAGONIST

Vampire.png
Vampire

Superiors: ???
Difficulty: Hard
Guides: This is not yet the guide (but will be one day).
Access: Anywhere your powers can take you.
Duties: Complete your objectives, drink blood, become an unholy monster.


Antagonist


(Woj's lore blurb as placeholder) 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 will stun and silence, with the effect varying depending on their orientation to you, and Rejuvenate will clear all stuns. However after drinking a total of 150 blood, you gain access to 4 unique and mutually exclusive skill trees, with increasingly powerful abilities tailored to various play styles. Eventually, drink 1,000u of blood from at least 8 different people and rise to your full power gaining an extremely powerful class-unique power, as well as immunity to holy water, the chapel, and improved night vision. Become a blood-fueled emissary of death and destruction!

Vampiric Powers

Name Unlock Cooldown Blood Cost Description
Rejuvenate

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

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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

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0 30 Seconds 0 Scornfully glare, causing targets within melee tiles to take stamina damage depending on their orientation. Those in front of you take 100 stamina damage and are briefly silenced, those to your sides are stunned, take moderate stamina damage, and are confused, while those behind you take minor stamina damage and are confused. (Ugh I don't like this but can't think of a better phrasing. Ask someone else.)
Shadow Step

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250 5 Seconds 30 Teleports you to the nearest shadow. Will not teleport you if a dark tile is not in range. (Get max range from chuck later)

Choosing a specialization

Gargantua Powers

Name Unlock Cooldown Blood Cost Description
Gargantuan Vigor

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0 Passive 0 Gargantua vampires rejuvenate more health the more damage they've taken, to a maximum of 50 health at 100 damage.
Blood Swell

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

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250 30 seconds 30 Doubles movement speed for 10 seconds.
Blood Swell II

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400 40 seconds 30 For 30 seconds: Reduces incoming brute and stamina damage by 50%, burn damage by 20%, and halves all stun times, and increases the users melee damage (armed and unarmed) by 10
Overwhelming Force

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600 2 seconds 5 per door When activated, Consciously strengthen your arm muscles, allowing you to automatically pry open doors you don't have access to. This will not work on bolted or welded doors.
Charge

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1,000 30 seconds 30 Recklessly charge forward, throwing, stunning and dealing 60 damage to any humans hit, destroying any walls hit, and dealing 200 damage to mechs. (also not a fan of how this is explained but eh)

Haemomancer Powers

Name Unlock Cooldown Blood Cost Description
Vampiric Claws

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150 30 seconds 30 Create undropable claws of blood. Claws have a 50% chance of blocking melee attacks and damage dealt with the claws is added as blood to your total. Has a durability of 20 swings, that decreases in total by 1 every 2 seconds. Use in hand to dispel. (same as with Glare, there has to be a better way of explaining this)
Blood Tendril

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250 30 seconds 10 After a short delay, manifest tentacles of blood in a 3x3 grid, those hit are slowed for 4-6 seconds. Requires a turf as a target.
Blood Pool

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400 30 seconds 50 Briefly transform into a sentient blood puddle, increasing movement speed and allowing you to slide under airlocks.
Blood Eruption

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600 100 seconds 100 Cause any blood trail in sight to erupt, dealing 60 brute damage and 90 stamina damage to anyone standing on them.
The Blood Bringer's Rite

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1,000 10 seconds 10 every 2 seconds Use your full power to constantly leech the blood of anyone in view, stealing their blood and healing yourself every second.

Umbrae Powers

Name Unlock Cooldown Blood Cost Description
Cloak of Darkness

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150 Toggleable 0 Pull a mantle of shadow over yourself, slightly increasing your speed and decreasing your visibility by 15% in the dark.
Shadow Snare

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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

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400 15 seconds 30 Instantly teleport to anywhere in sight, even if stunned.
Extinguish

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

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1,000 10 seconds 5 every 2 seconds Summon a wave of shadow over a massive area. Anyone in these shadows gets their body temperature slowly reduced. (area values are difficult because light code. Exact temp change?)
Umbral Sight

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1,000 Passive 0 Fully powered Umbrae 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 abilites. 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.

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 they have gained extremely powerful abilities.