Difference between revisions of "User:Wrench-1"
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*Sleepyness: Doses the player 15u of Haloperidol and inflicts the Drowsy status for 30 seconds. | *Sleepyness: Doses the player 15u of Haloperidol and inflicts the Drowsy status for 30 seconds. | ||
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|[[File:Possession.png|64px]]||Possession||180 seconds||400 points||Allows the Trickster to gradually takeover and Possess a Target for 60 seconds. The Trickster must have accumulated 50 Possession Points before being able to possess. Possession Points are accumulated via using Haunt. | |[[File:Possession.png|64px]]||Possession||180 seconds||400 points||Allows the Trickster to gradually takeover and Possess a Target for 60 seconds. The Trickster must have accumulated 50 Possession Points before being able to possess. Possession Points are accumulated via using Haunt. A Trickster cannot directly harm the player they possess, however that does not prevent indirect means of self-harm, such as Space or the Grinder. | ||
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|[[File:Summon poltergeist.png |64px]]||Make Poltergeist||300 seconds||600 points||When used, prompts all Ghosts with the option to become a Poltergeist. | |[[File:Summon poltergeist.png |64px]]||Make Poltergeist||300 seconds||600 points||When used, prompts all Ghosts with the option to become a Poltergeist. | ||
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'''Countering a Trickster:''' | |||
Trickster is at its strongest when there is plenty of darkness to go around as a lot of their abilities rely on darkness to be fully effective. Keeping the station well lit by replacing broken lightbulbs/tubes, having [[Quartermaster|Quartermasters]] order a huge amount of candles, and making sure that the [[Engineer|Engineers]] are doing a good enough job keeping the station supplied with power will prevent a Trickster from effectively using a portion of its kit. | |||
A Trickster also needs to be manifesting with Haunt frequently to get the most use out of its Possession ability. An attentive crew looking around for people acting strangely, such as those walking around not interacting with anything, should be able to spot who is real, and who is the Trickster. If you're unsure, a quick toolbox to the face will kick the Trickster out of its mimicked form and reveal it for a full 30 seconds. |
Revision as of 18:50, 5 October 2022
Path 3: The Trickster
The Trickster path is a more stealthy path that is aimed to trick, confuse and terrify the crew with their range of abilities. This path could be difficult to identify early, but listening for out of place sounds and watching out for crew behaving oddly can make the Trickster easier to spot and counter.
Countering a Trickster:
Trickster is at its strongest when there is plenty of darkness to go around as a lot of their abilities rely on darkness to be fully effective. Keeping the station well lit by replacing broken lightbulbs/tubes, having Quartermasters order a huge amount of candles, and making sure that the Engineers are doing a good enough job keeping the station supplied with power will prevent a Trickster from effectively using a portion of its kit.
A Trickster also needs to be manifesting with Haunt frequently to get the most use out of its Possession ability. An attentive crew looking around for people acting strangely, such as those walking around not interacting with anything, should be able to spot who is real, and who is the Trickster. If you're unsure, a quick toolbox to the face will kick the Trickster out of its mimicked form and reveal it for a full 30 seconds.