Difference between revisions of "User:Studenterhue/Vampire"

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(Mention that the Chaplain's immune to Chiropteran Screech (but only partially to its MkII version) and Diseased touch and that bible beatings hurt vamps, remove references to the old Summon Bats ability, split up para on holy water, the Chaplain, & bibles)
(Lots of grammar & style fixes, some more questions)
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|300||[[Image:VampireIconHideCoffin.png]]||Hide Coffin||1 minute||0 blood||✓?||✓?|| Designates the tile you're standing on as the location you'll teleport to when you use the ''Coffin Escape'' ability.  
|300||[[Image:VampireIconHideCoffin.png]]||Hide Coffin||1 minute||0 blood||✓?||✓?|| Designates the tile you're standing on as the location you'll teleport to when you use the ''Coffin Escape'' ability.  
|-
|-
|300||[[Image:VampireIconMistForm.png]]||Coffin Escape||1 minute||400 Blood||✓?||✓?|| You become an intangible, barely visible orb that slows drifts to the tile you designated with ''Hide Coffin'', whereupon you materialize into a unique, ominous looking vampire coffin [[Image:VampireCoffin.png]]. If you haven't used ''Hide Coffin'', your vamp coffin appears right where you're currently standing.  
|300||[[Image:VampireIconMistForm.png]]||Coffin Escape||1 minute||400 Blood||✓?||✓?|| You become an intangible, barely visible orb that slowly drifts to the tile you designated with ''Hide Coffin'', whereupon you materialize into a unique, ominous looking vampire coffin [[Image:VampireCoffin.png]]. If you haven't used ''Hide Coffin'', your vamp coffin appears right where you're currently standing.  


In any case, as with all coffins, being in the coffin heals all your injuries and regenerates all your limbs. Uniquely, no one can open or close it except you, though others can destroy with a good bit of brute force (it has 80 HP) and still pull it around (and launch it into space).
In any case, as with all coffins, being in the coffin heals all your injuries and regenerates all your limbs. Uniquely, no one can open or close it except you, though others can destroy with a good bit of brute force (it has 80 HP) and still pull it around (and launch it into space).
  What happens if you hit it with a bible or splash it with holy water? [nothing i guess maybe change later]
  What happens if you hit it with a bible or splash it with holy water? [nothing i guess maybe change later]
  Does the Chaplain have any special interactions with it? [nope]
  Does the Chaplain have any special interactions with it? [nope]
|-
|-
|600||[[Image:VampireIconCallFrostBats.png]]||Call Frost Bats||1 minute||0 blood||✓?||✓?||Summons 4 frost bats that constantly orbit you. These bats block most bullets and energy projectiles and chill and knock back anybody who tries to hit you in melee, drastically slowing them down and giving you some room to escape. You can also *flip (Hotkey: R) to launch them in whatever direction they were previously moving, causing the same effect, with the added bonus of going through walls. If you go into Bat Form, use Coffin Escape, and enter a pod/locker/other "container" type item, the bats simply go away, without being launched.  
|600||[[Image:VampireIconCallFrostBats.png]]||Call Frost Bats||1 minute||0 blood||✓?||✓?||Summons 4 frost bats that constantly orbit you. These bats block most bullets and energy projectiles and chill and knock back anybody who tries to hit you in melee, drastically slowing them down and giving you some room to escape. You can also *flip (Hotkey: R) to launch them in whatever direction they were previously moving, causing the same effect, with the added bonus of going through walls. If you go into Bat Form, use Coffin Escape, and enter a pod/locker/other "container" type item, the bats simply go away, without being launched.  
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While you can sleep in a bed like a mortal, it's much better to sleep in a coffin. Whenever you're in any coffin, whether it's the special one created by ''Coffin Escape'' or the regular ones in/near the [[Chapel]], you regenerate your limbs and heal all damage extremely quickly. We're talking from critical condition to full health in under a minute, at most. If you somehow die/are dead, being in a coffin will even revive you!   
While you can sleep in a bed like a mortal, it's much better to sleep in a coffin. Whenever you're in any coffin, whether it's the special one created by ''Coffin Escape'' or the regular ones in/near the [[Chapel]], you regenerate your limbs and heal all damage extremely quickly. We're talking from critical condition to full health in under a minute, at most. If you somehow die/are dead, being in a coffin will even revive you!   
   
   
Thanks to spooky undead shenanigans, you are immune to many of the ailments those human bloodbags suffer. You are cannot be infected by [[Virus]]es or the pathogens created by [[Pathogen Research]]. You cannot enter [[Doctoring#Shock|shock]], [[Doctoring#Cardiac failure|cardiac failure]], or similar heart problems. Similarly, you cannot develop hypertension, hypotension, or clotting, and though you do spray blood when stabbed, you do not actually lose blood.
Thanks to spooky undead shenanigans, you are immune to many of the ailments those human bloodbags suffer. You cannot be infected by [[Virus]]es or the pathogens created by [[Pathogen Research]]. You cannot enter [[Doctoring#Shock|shock]], [[Doctoring#Cardiac failure|cardiac failure]], or similar heart problems. Similarly, you cannot develop hypertension, hypotension, or clotting, and though you do spray blood when stabbed, you do not actually lose blood.


In addition, upgraded [[Medical Objects#Health Analyzer|health scanners]] always indicate you have 500 units of blood, regardless of how much blood you've actually gained or currently have. If your ''Blood remaining'' is at 0, [[Medical Objects#Syringe|syringes]] or [[Medical Objects#Blood Bag|IV drips]] can't draw blood, or any reagents, from you. If it's above that, they will drain your ''Blood remaining'' stock.
In addition, upgraded [[Medical Objects#Health Analyzer|health scanners]] always indicate you have 500 units of blood, regardless of how much blood you've actually gained or currently have. If your ''Blood remaining'' is at 0, [[Medical Objects#Syringe|syringes]] or [[Medical Objects#Blood Bag|IV drips]] can't draw blood, or any reagents, from you. If it's above that, they will drain your ''Blood remaining'' stock.


On top of that, most blood-related chems have no effect on your undead circulatory system, or lack thereof. [[Doctoring#Filgrastim|Filgrastim]] doesn't give you blood, [[Doctoring#Heparin|heparin]] doesn't make you lose blood when with an overdose, and [[Doctoring#Proconvertin|proconvertin]] doesn't reduce blood lost when draining a [[Chaplain]] or getting drained with a [[Medical Objects#Syringe|syringe]] or [[Medical Objects#Blood Bag|IV]]. Since you can't develop blood pressure or clotting problems, you also can't benefit from the latter two chems' other effects.
On top of that, most blood-related chems have no effect on your undead circulatory system, or perhaps lack thereof. [[Doctoring#Filgrastim|Filgrastim]] doesn't give you blood, [[Doctoring#Heparin|heparin]]'s overdose doesn't make you lose blood, and [[Doctoring#Proconvertin|proconvertin]] doesn't reduce blood lost when draining a [[Chaplain]] or getting drained with a [[Medical Objects#Syringe|syringe]] or [[Medical Objects#Blood Bag|IV]]. Since you can't develop blood pressure or clotting problems, you also can't benefit from the latter two chems' other effects.


  I suspect the crate used for the [[Quartermaster#Morgue Supplies Crate|Morgue Supplies Crate]] also heals vamps. Dragging yourself onto the crate actually shoves yourself into it like a regular coffin, instead of scooting around it like a regular crate, so it seems like a real coffin. However, it could just be a reskinned locker, which does the same.
  I suspect the crate used for the [[Quartermaster#Morgue Supplies Crate|Morgue Supplies Crate]] also heals vamps. Dragging yourself onto the crate actually shoves yourself into it like a regular coffin, instead of scooting around it like a regular crate, so it seems like a real coffin. However, it could just be a reskinned locker, which does the same.
In addition, I'm not quite sure how being outside underwater affects vamp. Fairly confident they can walk on the station z-level just fine, but don't know if the [[Trench]] does extra damage to them.


==Thralls==
==Thralls==
===Creation & Blood Mechanics===
===Creation & Blood Mechanics===
By using the ''Enthrall'' ability on a dead body, a vampire can revive them as an loyal undead minion bound to their will and their will alone. They variously called (vamp)thralls (based on the name of the ability and the name used in the end of round reports), ghouls (based on their exclusive GHOULSPEAK chat channel), and zombies (based on the zombie [name] that appears when these minions are moused over). Whatever you call them, they can commit as much [[grief]] as their master wants them to, in accordance to Rule 1, and are bound to the [[Rules#Things to Keep In Mind (Ingame)|special mindslave rules]].
By using the ''Enthrall'' ability on a dead body, a vampire can revive the corpse as an loyal undead minion bound to their will and their will alone. They are variously called (vamp)thralls (based on the name of the ability and the name used in the end of round reports), ghouls (based on their exclusive GHOULSPEAK chat channel), and zombies (based on the zombie [name] that appears when these minions are moused over). Whatever you call them, they can commit as much [[grief]] as their master wants them to, in accordance to Rule 1, and are bound to the [[Rules#Things to Keep In Mind (Ingame)|special mindslave rules]].


Like their master, thralls/ghouls/zombies need blood. Unlike their master, their blood levels constantly deplete, causing and they're severely limited in how they obtain it. They don't have abilities that let them gain blood by themselves, and ingesting [[Chemistry#Blood|blood reagent]] has no effect. The only way for them to regain blood and restore is for a vampire to use ''Enthrall'' on them to transfer the vamp's own blood to their minion.  
Like their master, thralls/ghouls/zombies need blood. Unlike their master, their blood levels constantly deplete, and they have limited means of refilling it. They don't have abilities that let them gain blood by themselves, and drinking, injecting or otherwise ingesting [[Chemistry#Blood|blood reagent]] has no effect. The only way for them to regain blood is for a vampire to use ''Enthrall'' on them to transfer the vamp's own blood to their minion.  


===Traits===
===Traits===
These thralls/ghouls/zombies/whatevers have an extra 100 max stamina. Among other things, this lets them dish out more melee & special attacks, sprint more often, especially during combat, and, most importantly, absorb more stamina damage, thus making them harder to knock out. On top of that, they get a lot more health when their blood levels are high. At the max blood levels, they have 400 HP--the strength of four spacemen/women!
For one, these thralls/ghouls/zombies/whatevers have an extra 100 max stamina. Among many other things, this lets them dish out more melee & special attacks, sprint more often, especially during combat, and, most importantly, absorb more stamina damage, thus making them harder to knock out. On top of that, they get a lot more health when their blood levels are high. At the max blood levels, they have 400 HP--the strength of four spacemen/women!


Unfortunately, conversely, they also have a lot less health when blood levels are low. When they're completely out of blood, they have a measly 20 HP. They also become slower as they lose blood, and unlike their health, it never really improves. Even at the highest blood levels, they're still slightly slower than normal.  
Unfortunately, conversely, they also have a lot less health when blood levels are low. When they're completely out of blood, they have a measly 20 HP. They also become slower as they lose blood, and unlike their health, it's always below average. Even at the highest blood levels, they're still slightly slower than normal.  


Furthermore, it's usually pretty obvious if someone is one of these undead humans. Their skin is undeathly grey, and if you were to see them unclothed, you'd noticed how thin and gaunt they are from their neverending thirst for blood, droplets of which occasionally spill out of them onto the floor. Their eyes are a lifeless yellow-white, and their mouth is wide agape with a rather ominous red smear. When a scream erupts from these walking corpses, it comes out as a deep groan. If you somehow still thought you dealing with a regular spaceperson, putting your cursor over them or examining them shows them as "zombie (name)". It's no surprise silicons don't consider them [[Human]], and the [[Contraband#Beepsky and The Securitrons|Secbots]], [[Contraband#The GuardBuddies|GuardBuddies]], and [[Contraband#The Security Scanners|sec scanners]] consider them threats to the station.
Furthermore, it's usually pretty obvious if someone is one of these undead humans. Their skin is undeathly grey, and if you were to see them unclothed, you'd noticed how thin and gaunt they are from their neverending thirst for blood, droplets of which occasionally spill out of them onto the floor. Their eyes are a lifeless yellow-white, and their mouth is wide agape with a rather ominous red smear. When a scream erupts from these walking corpses, it comes out as a deep groan. If you somehow still thought you dealing with a regular spaceperson, putting your cursor over them or examining them shows them as "zombie (name)". It's no surprise silicons don't consider them [[Human]], and the [[Contraband#Beepsky and The Securitrons|Secbots]], [[Contraband#The GuardBuddies|GuardBuddies]], and [[Contraband#The Security Scanners|sec scanners]] consider them threats to the station.
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Thralls/ghouls/zombies do not take extra damage from being in [[Space]]. While the [[Chapel]] does not harm them, standing in the [[Chapel]] does prevent them from using their only ability, ''Speak''. This ability lets them communicate through GHOULSPEAK, a special channel accessible only by their vampire master and their fellow undead minions.   
Thralls/ghouls/zombies do not take extra damage from being in [[Space]]. While the [[Chapel]] does not harm them, standing in the [[Chapel]] does prevent them from using their only ability, ''Speak''. This ability lets them communicate through GHOULSPEAK, a special channel accessible only by their vampire master and their fellow undead minions.   


These undead beings are otherwise affected by the same things living humans are. They're controlled by actual players, are fully affected by [[Chemistry|chemicals]] and stun weapons. and suffer brute, burn, tox, brain etc. damage. Perhaps most notably, cloning them results in a regular human, albeit one with the name "zombie (name)", which naturally leads to some very awkward confrontations.
These undead beings are otherwise affected by the same things living humans are. They're controlled by actual players, are fully affected by [[Chemistry|chemicals]] and stun weapons, and can die and suffer brute, burn, tox, brain etc. damage. Perhaps most notably, cloning them results in a regular human, albeit one with the name "zombie (name)", which naturally leads to some very awkward confrontations.
 
What IS the highest blood level anyways?
  TO-DO: Effects of following on thralls/ghouls/zombies
  TO-DO: Effects of following on thralls/ghouls/zombies
  *Syringes
  *Syringes
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  *Holy water
  *Holy water
  *Filgrastim
  *Filgrastim
*The Bible


==Vampire Weaknesses==
==Vampire Weaknesses==
What would a vampire be without really shitty and bizarre weaknesses? Read Twilight if you want the answer. Or better yet, don't.
What would a vampire be without really shitty and bizarre weaknesses? Read Twilight if you want the answer. Or better yet, don't.


Vampires are unholy beings and as such are weak to holy things. Merely being in the [[Chapel]] will slowly burn them, gradually causing more and more damage until they die. The Chapel's aura also prevents the vampire from using their abilities on holy ground. If you're being harassed by one, you could try to seek refuge there. The vampire will likely stop chasing you unless it has attained full power, in which case finding a safe spot is probably the least of your worries.
Vampires are unholy beings and as such are weak to holy things. Merely being in the [[Chapel]] slowly burns them, gradually causing more and more damage until they die. The Chapel's aura also prevents the vampire from using their abilities on holy ground. If you're being harassed by one, you could try to seek refuge there. The vampire will likely stop chasing you unless it has attained full power, in which case finding a safe spot is probably the least of your worries.


Another holy thing is the good [[Chaplain]]. The chaplain is immune to most of the vampire's methods of disabling prey. They deflect ''Glare'' right back at the vamp, and ''Hypnotize'', ''Diseased touch'' and ''Chiropteran screech'' have no effect, though ''Chiropteran screech Mk2'' still disables their radios. As previously mentioned, vampires who try to suck the chaplain's blood take quite a lot of burn damage and lose blood, and while ''Enthrall'' still revives them, they won't become enslaved to the vampire. Beyond that, however, they can still be slowed down and knocked back with ''Call Frost Bats'' and can't see a vamp going invisible with ''Bat Form MkII''.  
Another holy thing is the good [[Chaplain]]. The chaplain is immune to most of the vampire's methods of disabling prey. They deflect ''Glare'' right back at the vamp, and ''Hypnotize'', ''Diseased touch'' and ''Chiropteran screech'' have no effect, though ''Chiropteran screech Mk2'' still disables their radios. As previously mentioned, vampires who try to suck the chaplain's blood take quite a lot of burn damage and lose blood, and while ''Enthrall'' still revives them, they won't become enslaved to the vampire. Beyond that, however, they can still be slowed down and knocked back with ''Call Frost Bats'' and can't see a vamp going invisible with ''Bat Form MkII''.  
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* Enthralling the [[Captain]] or [[Head of Security|HoS]] can provide you with prisoners and access to guns without raising much suspicion, repaying the blood cost many times over. They also have [[AI Upload]] access, which is great because...
* Enthralling the [[Captain]] or [[Head of Security|HoS]] can provide you with prisoners and access to guns without raising much suspicion, repaying the blood cost many times over. They also have [[AI Upload]] access, which is great because...
* The AI and [[Cyborg]]s will mark you as [[Human|non-human]] if they see you draining a human or using your vamp powers and will try to ruin your day if given the opportunity. Access to its upload is therefore desirable.  
* The AI and [[Cyborg]]s will mark you as [[Human|non-human]] if they see you draining a human or using your vamp powers and will try to ruin your day if given the opportunity. Access to its upload is therefore desirable.  
** It's fairly easy to do the job yourself if you have ''Bat Form'' unlocked. Simply enter Bat Form to fly through all the doors leading to the [[AI Upload]] and/or [[AI Module Storage]], grab the relevant [[AI Laws#AI modules|module]], exit Bat Form in some place safe, configure your module, enter Bat Form again, and then upload it onto the [[Computer#AI Upload Computer|upload computer]]. If you get shot by stun turrets, you can fall back on ''Cancel stuns''.  
** It's fairly easy to do the job yourself if you have ''Bat Form'' unlocked. Simply enter Bat Form to fly through all the doors leading to the [[AI Upload]] and/or [[AI Module Storage]], grab the relevant [[AI Laws#AI modules|module]], exit Bat Form in some place safe, and configure your module. Then, enter Bat Form again and upload it onto the [[Computer#AI Upload Computer|upload computer]]. If you get shot by stun turrets, you can fall back on ''Cancel stuns''.  
** If you're lazy/busy, send one of your thralls/zombies/ghouls to subvert the silicons, especially if one of them actually has [[AI Upload]] access.
** If you're lazy/busy, send one of your thralls/zombies/ghouls to subvert the silicons, especially if one of them actually has [[AI Upload]] access.
* Darkness is your ally. If you start with a job without maintenance access, rush to the [[Head of Personnel]] before he disappears and beg for an upgrade. With a blunt object you can smash lights in hallways, making your Bat Form MkII's cloak of darkness more effective. Replacing light tubes is a huge pain, so few will ever bother. Watch out for people carrying flashlights and other portable light sources.
* Darkness is your ally. If you start with a job without maintenance access, rush to the [[Head of Personnel]] before he disappears and beg for an upgrade. With a blunt object you can smash lights in hallways, making your Bat Form MkII's cloak of darkness more effective. Replacing light tubes is a huge pain, so few will ever bother. Watch out for people carrying flashlights and other portable light sources.

Revision as of 04:52, 7 September 2019

Dracula.png

Do you suddenly find yourself vanting to zuck ze crew's blaad? Maybe you're a Vampire. Bleh!

In addition to regular objectives, vampires also have to acquire a certain amount of blood. This depends on the quantity the vampire has acquired in total, ignoring how much it has spend on spells throughout the entire round.

Vampire Abilities

Blood and Abilities

Vampires tie in with the blood mechanics. Doctoring may contain useful information for you.

First and foremost, vampires thrive on drinking blood. While you go the entire round without drinking a single drop of blood, you won't unlock any of the more interesting and/or useful powers. You gain blood by:

  • Using the Bite victim ability, explained further below.
  • Using the Blood Steal ability, also explained below.
  • Flying over someone in Bat Form, again explained below.
  • Ingesting blood reagent, such by drinking it from a cup or taking a pill with blood in it. You'll only get a third of the amount of blood ingested, e.g. if a blood bag has 250 units of blood, you'll only gain about 83.3 units from it.

It should also be noted that draining blood from the Chaplain through the first three methods is an extremely bad idea. The blood of a holy man will not only burn you quite badly, but also destroy some of the blood you already have!

Vampires gain a number of different abilities and spells as they accumulate more blood. Once unlocked, the vampire keeps the power for the rest of the round, even if their blood level dips under the point they unlocked it at. None of these abilities can be used while unconscious, nor can they be cast while standing in the Chapel.

Unlock Icon Name Cooldown Blood Cost While stunned? While cuffed? Description
0 VampireIconBite.png Bite victim N/A N/A Slowly drain a nearby victim's blood, indicated by a progress bar with a rather garish blood drop icon hovering above it and accompanied by appropriate sound clips that sound like you're actually sucking their blood through a straw like a milkshake. Cannot be used if the victim is wearing headgear or a mask, but unlike other servers, you don't have to be on Harm intent, have the victim in a grabhold, or be aiming at the head area.

You will earn 15 units of blood at a time if the victim is alive (30 when draining a fellow vampire), less if they are dead. You will continue to suck blood until you use your hands, move away from the target, or have drained all you can. A healthy victim can provide up to ~260 units of blood. If your bite victim drops to 0 blood, they instantly die--perfect for an Enthrall! Corpses that are too badly damaged will yield very little blood, so while feasting on the dead will slowly power you up, there's only so much you can get.

0 VampireIconBloodSteal.png Blood Steal 30 seconds N/A ✗? ✓? Continually drain blood from a target anywhere within your sight, at a somewhat lower rate than Bite victim (10 vs 15 units at time). You have to stand still, and you can't be in a locker, Space Pod, or similar, but you can drain blood through walls or other obstacles between you and your bloodbag. It's fairly stealthy too, though your victim might notice the small jets of blood occasionally flying out of them and put two and two together.
0 VampireIconBloodTracking.png Blood tracking N/A N/A N/A N/A Toggles blood gain/loss messages on or off.
0 VampireIconCancelStuns.png Cancel stuns 1 second 0 Replenishes stamina and removes all Unconscious, Weakened, Knocked-Out, Disorient, Slowed, Stuttering, and Misstep debuffs, but deals 1 BRUTE damage for each second of debuff. People can tell you used this and did not simply recover naturally, because it plays a rather disturbing sound of bones crunching and produces a bold red message describing how unnatural it looks.
0 VampireIconGlare.png Glare 60 seconds 0 Instantly drains a good chunk of the target's stamina and knocks them down to the floor for about thirty seconds, though still able to speak. Works from two tiles away and is blocked by eye protection (sunglasses etc). People nearby can tell you're not using a flash, because they'll see a bold red message about your eyes producing a blinding light and hear a clink similar to something hitting a drinking glass. It's a bad idea to use it on the Chaplain, but a good idea to combine it with Hypnotize.
0 VampireIconHypnotize.png Hypnotise 5 minutes 0 Target is knocked down to the floor, unconscious and blinded for thirty seconds. This spell requires five seconds to take effect and isn't very stealthy, as an icon of a creepy eyelid appears over you as you use the ability, and there'll be a bold red message about you "glaring" at someone. Useless against the Chaplain.
30 VampireIconSummonBats.png Bat Form 0 0 ✗? ✗? If you toggle this on by clicking its icon, when you press and hold Shift, you become a lil' brown bat that's remarkably fast and hard to hit. As a bat, you suck the blood of any humans, dead or alive, you fly over and can harmlessly squeeze through doors, even if they're welded, bolted, and/or powered down. Being in Bat Form consumes stamina, more so when moving than floating in place, and if you run out of stamina or get hit, you morph back into human form. You still retain your equipment in any case.
How much blood at a time?
30 VampireIconEnthrall.png Enthrall 30 seconds 200 blood ✗? ✗? When used on a dead human, it turns them into a thrall, an loyal, undead mindslave named "zombie [name]"--more on those in a later section. Unless that dead human was the Chaplain, in which case you simply revive them. They won't be enslaved. They probably will be pissed depending on who/what killed them. Dummy.

When used someone who is already one of your thralls, it gives them blood, restoring their max health buff and some of their speed.

30 VampireIconSpeakToGhouls.png Speak to Ghouls 0.1 seconds 10 Blood ✓? ✓? Telepathically speak to all your zombies/ghouls/thralls through GHOULSPEAK. Rival vampires and non-vamps cannot overhear these messages or eavesdrop, and being mute or gagged with a muzzle does not prevent you from using this.
300 N/A Vampiric vision N/A N/A N/A N/A You can spot people behind walls and through darkness and can see past cloaking devices.
300 VampireIconHideCoffin.png Hide Coffin 1 minute 0 blood ✓? ✓? Designates the tile you're standing on as the location you'll teleport to when you use the Coffin Escape ability.
300 VampireIconMistForm.png Coffin Escape 1 minute 400 Blood ✓? ✓? You become an intangible, barely visible orb that slowly drifts to the tile you designated with Hide Coffin, whereupon you materialize into a unique, ominous looking vampire coffin VampireCoffin.png. If you haven't used Hide Coffin, your vamp coffin appears right where you're currently standing.

In any case, as with all coffins, being in the coffin heals all your injuries and regenerates all your limbs. Uniquely, no one can open or close it except you, though others can destroy with a good bit of brute force (it has 80 HP) and still pull it around (and launch it into space).

What happens if you hit it with a bible or splash it with holy water? [nothing i guess maybe change later]
Does the Chaplain have any special interactions with it? [nope]
600 VampireIconCallFrostBats.png Call Frost Bats 1 minute 0 blood ✓? ✓? Summons 4 frost bats that constantly orbit you. These bats block most bullets and energy projectiles and chill and knock back anybody who tries to hit you in melee, drastically slowing them down and giving you some room to escape. You can also *flip (Hotkey: R) to launch them in whatever direction they were previously moving, causing the same effect, with the added bonus of going through walls. If you go into Bat Form, use Coffin Escape, and enter a pod/locker/other "container" type item, the bats simply go away, without being launched.
600 VampireIconChiropteranScreech.png Chiropteran screech 2 minutes 60 blood Crowd control spell which confuses the movement of all nearby humans. It also shatters nearby windows and light fixtures. Blocked by ear protection (earmuffs etc) and has no effect on the Chaplain.
900 VampireIconSummonBats.png Bat Form MkII 0 0 ✗? ✗? Now, if you stand still in a dark tile, you're completely invisible. AIs, Cyborgs, people with thermals, and other people who can still see you.
Really, what qualifies as dark enough to become invisible?
1400 VampireIconChiropteranScreech.png Chiropteran screech Mk2 2 minutes 60 blood Same as previous version, but now it also disables almost all radio communication (minus machine talk) in a six tile radius for 30 seconds. The Chaplain is not immune to the radio jamming, but is still unaffected by the stun and confused moment.
1400 VampireIconDiseasedTouch.png Diseased touch 3 minutes 50 blood Infects someone with grave fever. Transmission mimics the Help intent shake. The Chaplain is immune to grave fever.
1800 N/A Full power N/A N/A N/A N/A Being in the Chapel no longer hurts you, though it still blocks your abilities.

Other Traits

While you can sleep in a bed like a mortal, it's much better to sleep in a coffin. Whenever you're in any coffin, whether it's the special one created by Coffin Escape or the regular ones in/near the Chapel, you regenerate your limbs and heal all damage extremely quickly. We're talking from critical condition to full health in under a minute, at most. If you somehow die/are dead, being in a coffin will even revive you!

Thanks to spooky undead shenanigans, you are immune to many of the ailments those human bloodbags suffer. You cannot be infected by Viruses or the pathogens created by Pathogen Research. You cannot enter shock, cardiac failure, or similar heart problems. Similarly, you cannot develop hypertension, hypotension, or clotting, and though you do spray blood when stabbed, you do not actually lose blood.

In addition, upgraded health scanners always indicate you have 500 units of blood, regardless of how much blood you've actually gained or currently have. If your Blood remaining is at 0, syringes or IV drips can't draw blood, or any reagents, from you. If it's above that, they will drain your Blood remaining stock.

On top of that, most blood-related chems have no effect on your undead circulatory system, or perhaps lack thereof. Filgrastim doesn't give you blood, heparin's overdose doesn't make you lose blood, and proconvertin doesn't reduce blood lost when draining a Chaplain or getting drained with a syringe or IV. Since you can't develop blood pressure or clotting problems, you also can't benefit from the latter two chems' other effects.

I suspect the crate used for the Morgue Supplies Crate also heals vamps. Dragging yourself onto the crate actually shoves yourself into it like a regular coffin, instead of scooting around it like a regular crate, so it seems like a real coffin. However, it could just be a reskinned locker, which does the same.
In addition, I'm not quite sure how being outside underwater affects vamp. Fairly confident they can walk on the station z-level just fine, but don't know if the Trench does extra damage to them.

Thralls

Creation & Blood Mechanics

By using the Enthrall ability on a dead body, a vampire can revive the corpse as an loyal undead minion bound to their will and their will alone. They are variously called (vamp)thralls (based on the name of the ability and the name used in the end of round reports), ghouls (based on their exclusive GHOULSPEAK chat channel), and zombies (based on the zombie [name] that appears when these minions are moused over). Whatever you call them, they can commit as much grief as their master wants them to, in accordance to Rule 1, and are bound to the special mindslave rules.

Like their master, thralls/ghouls/zombies need blood. Unlike their master, their blood levels constantly deplete, and they have limited means of refilling it. They don't have abilities that let them gain blood by themselves, and drinking, injecting or otherwise ingesting blood reagent has no effect. The only way for them to regain blood is for a vampire to use Enthrall on them to transfer the vamp's own blood to their minion.

Traits

For one, these thralls/ghouls/zombies/whatevers have an extra 100 max stamina. Among many other things, this lets them dish out more melee & special attacks, sprint more often, especially during combat, and, most importantly, absorb more stamina damage, thus making them harder to knock out. On top of that, they get a lot more health when their blood levels are high. At the max blood levels, they have 400 HP--the strength of four spacemen/women!

Unfortunately, conversely, they also have a lot less health when blood levels are low. When they're completely out of blood, they have a measly 20 HP. They also become slower as they lose blood, and unlike their health, it's always below average. Even at the highest blood levels, they're still slightly slower than normal.

Furthermore, it's usually pretty obvious if someone is one of these undead humans. Their skin is undeathly grey, and if you were to see them unclothed, you'd noticed how thin and gaunt they are from their neverending thirst for blood, droplets of which occasionally spill out of them onto the floor. Their eyes are a lifeless yellow-white, and their mouth is wide agape with a rather ominous red smear. When a scream erupts from these walking corpses, it comes out as a deep groan. If you somehow still thought you dealing with a regular spaceperson, putting your cursor over them or examining them shows them as "zombie (name)". It's no surprise silicons don't consider them Human, and the Secbots, GuardBuddies, and sec scanners consider them threats to the station.

Thralls/ghouls/zombies do not take extra damage from being in Space. While the Chapel does not harm them, standing in the Chapel does prevent them from using their only ability, Speak. This ability lets them communicate through GHOULSPEAK, a special channel accessible only by their vampire master and their fellow undead minions.

These undead beings are otherwise affected by the same things living humans are. They're controlled by actual players, are fully affected by chemicals and stun weapons, and can die and suffer brute, burn, tox, brain etc. damage. Perhaps most notably, cloning them results in a regular human, albeit one with the name "zombie (name)", which naturally leads to some very awkward confrontations.

What IS the highest blood level anyways?
TO-DO: Effects of following on thralls/ghouls/zombies
*Syringes
*IV Drips
*Health scanners
*Holy water
*Filgrastim
*The Bible

Vampire Weaknesses

What would a vampire be without really shitty and bizarre weaknesses? Read Twilight if you want the answer. Or better yet, don't.

Vampires are unholy beings and as such are weak to holy things. Merely being in the Chapel slowly burns them, gradually causing more and more damage until they die. The Chapel's aura also prevents the vampire from using their abilities on holy ground. If you're being harassed by one, you could try to seek refuge there. The vampire will likely stop chasing you unless it has attained full power, in which case finding a safe spot is probably the least of your worries.

Another holy thing is the good Chaplain. The chaplain is immune to most of the vampire's methods of disabling prey. They deflect Glare right back at the vamp, and Hypnotize, Diseased touch and Chiropteran screech have no effect, though Chiropteran screech Mk2 still disables their radios. As previously mentioned, vampires who try to suck the chaplain's blood take quite a lot of burn damage and lose blood, and while Enthrall still revives them, they won't become enslaved to the vampire. Beyond that, however, they can still be slowed down and knocked back with Call Frost Bats and can't see a vamp going invisible with Bat Form MkII.

Also, splashing holy water onto a vampire will cause it to act like acid, horribly burning them. It does nothing to non-vampires, so this is a good way of finding out bloodsuckers among the crew. One bottle of holy water is guaranteed to spawn in the Religious supplies locker in the Chapel Office, and on many maps, there's another bottle sitting on a desk in the same area. More can be mixed fairly easily or extracted from garlic.

In addition, the Holy Bible is a bane to vampires. Being beaten with the good book hurts for a fair 10 BURN, and while it's rather hard to force, vampires who try to pick up a bible have their hands burst into flames and will keel over in stunned agony for a very long time.

The last weakness of SS13 vampires is sunlight or, more accurately, starlight. Vampires cannot safely venture out into Space, even when properly equipped. Though they are undead, they still cannot breathe in space, and, more importantly, the light of the stars burns them incredibly quickly, much faster than standing in the chapel will. This essentially means vampires are confined to the station and anywhere a shuttle can take them. They could probably survive very quick leaps across space, but not on a regular basis.

In the unlikely scenario that security has managed to capture a vampire alive, using a blindfold and muzzle as restraints will remove their ability to use some of their nastiest powers.

Vampire Strategy

  • You start with a job and all the access it comes with. Being A Better Traitor may have some useful tips for you.
  • If you haven't unlocked Chiropteran screech Mk2 yet, Hypnotize your victims after Glareing them. Glare knocks people down, but they can still speak and will start screaming for help once they realize what you are. Hypnotize renders them unconscious and thus unable to call for help.
  • Again, you don't need to aggressively grab your victims to drain their blood, but it's usually good idea to anyways. If you knock them out and then grab them, they'll have a harder time escaping when the stun wears off, and if you start biting right away, they'll usually be in/near critical condition due to bloodloss when they wake up, making escape even more difficult.
  • You don't have to kill (fully drain) your victims. If they live and get healed up, that's more blood for you to drain!
  • Redistribute the coffins throughout the station, ideally to places only you have access to, so you have one nearby to heal up in wherever you go. Unless you're on the NSS Destiny, the coffins are usually in an maintenance area or semi-public place near the Chapel, allowing you to take them without touching holy ground.
  • Enthralling the Captain or HoS can provide you with prisoners and access to guns without raising much suspicion, repaying the blood cost many times over. They also have AI Upload access, which is great because...
  • The AI and Cyborgs will mark you as non-human if they see you draining a human or using your vamp powers and will try to ruin your day if given the opportunity. Access to its upload is therefore desirable.
    • It's fairly easy to do the job yourself if you have Bat Form unlocked. Simply enter Bat Form to fly through all the doors leading to the AI Upload and/or AI Module Storage, grab the relevant module, exit Bat Form in some place safe, and configure your module. Then, enter Bat Form again and upload it onto the upload computer. If you get shot by stun turrets, you can fall back on Cancel stuns.
    • If you're lazy/busy, send one of your thralls/zombies/ghouls to subvert the silicons, especially if one of them actually has AI Upload access.
  • Darkness is your ally. If you start with a job without maintenance access, rush to the Head of Personnel before he disappears and beg for an upgrade. With a blunt object you can smash lights in hallways, making your Bat Form MkII's cloak of darkness more effective. Replacing light tubes is a huge pain, so few will ever bother. Watch out for people carrying flashlights and other portable light sources.
  • Use Bat Form MkII's cloak of darkness only when you need it, since it may tip off the AI and anyone with thermals as to what you are. The Detective and Head of Security have access to a pair of those each, and so can see through your cloak. The detective's .38 revolver, when loaded with lethal rounds, also does straight-up brute damage instead of a stun you can resist, and since you have to stand still to use the effect, you become a sitting duck.

Supplementary Video

Jobs on Space Station 13
Command &
Security
CaptainNew64.gif Captain · HeadOfSecurityV2-64x64.gif Head of Security · HeadOfPersonnelV2-64x66.png Head of Personnel · ChiefEngineer64.png Chief Engineer · ResearchDirectorV2-64x70.png Research Director · MedicalDirectorNew64.png Medical Director

TankTopSecurityOfficer.gif Security Officer · DetectiveNew64.png Detective · SecurityAssistantNew64.png Security Assistant

NanotrasenSecurityOperativeWithSuit68.gif Nanotrasen Security Consultant

Medical &
Research
MedicalDoctorNew64.gif Medical Doctor · MedicalAssistantNew.png Medical Trainee · RoboticistNew64.png Roboticist · Genetics wiki big.gif Geneticist

ScientistV3-64x64.png Scientist · ResearchAssistantNew.png Research Trainee

Engineering EngineerCoatNew64.png Engineer · TechassistantNew.png Technical Trainee

QuartermasterNew64.png Quartermaster · MinerV3-64x64.png Miner

Civilian

AssistantNew64.png Staff Assistant · JanitorNew64.png Janitor · ChaplainNew64.png Chaplain · MailmanV2-64x64.png Mail Courier · RadioHostV2-64x64.png Radio Host · MimeNew64.png Mime

Chef64new.png Chef · BartenderNew64.png Bartender · BotanistNew64.png Botanist · Rancher2.png Rancher

ClownNew64.png Clown

SousChefV2-64x64.png Gimmick jobs

Silicon AIV3-64.gif Artificial Intelligence · CyborgV3-64x64.gif Cyborg
Jobs of the Day Dungeoneer64x64.png Dungeoneer · BarberV2-64x64.png Barber · WaiterV2-64x64.png Waiter · LawyerV2-64x66.png Lawyer · TouristNew64.png Tourist · MusicianV2-64x64.png Musician · BoxerV2-64x64.png Boxer
Antagonist Roles With own mode Arcfiend64x64.PNG Arcfiend · BlobOvermind64.png Blob · AbominationAnimated64x96.gif Changeling · GangLeaderV2-64x68.png Gang Member · Featherdrone-flockmind.gif Flockmind (Featherdrone-flocktrace.gif Flocktrace) · SyndicateAssaultTrooperV3-64x64.png Nuclear Operative · SpyThiefV2-64x64.png Spy Thief · TraitorNew64.png Traitor · HeadRevolutionaryV2-64x64.png Revolutionary · VampireV2-64x64.png Vampire (VampThrallV3-64x64.png Thrall) · WizardNew64.gif Wizard
Others HardmodeTraitorNew64.png Sleeper Agent · WerewolfV2-64x68.png Werewolf · WraithV2-64x64.png Wraith (Poltergeist64.png Poltergeist) · WrestlerV2-64x64.png Wrestler · PredatorV2-64x64.png Hunter · GrinchMitch.png Grinch · KrampusSquish.gif Krampus · OmniTraitorV2-64x64.gif Gimmick antagonist roles
Special Roles Drone64x64.png Ghostdrone · MonkeyResprite64.png Monkey · SpaceMouse64.png Critter · GhostV3-64x64.png Ghost · CluwneNew64.png Cluwne · SantaClausV2-64x64.png Santa Claus