Difference between revisions of "Werewolf"
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Originally introduced into the station's ecosystem for whatever terrible reason, the '''werewolf''' has gone through a few variations before finally settling in as a thing that happens once in a full moon, figuratively speaking. | Originally introduced into the station's ecosystem for whatever terrible reason, the '''werewolf''' has gone through a few variations before finally settling in as a thing that happens once in a full moon, figuratively speaking. |
Revision as of 08:54, 30 July 2014
Originally introduced into the station's ecosystem for whatever terrible reason, the werewolf has gone through a few variations before finally settling in as a thing that happens once in a full moon, figuratively speaking.
Werewolves currently do not appear in any game mode and are thus one of the rarest antagonist roles. Werewolves tend to stem from admin shenanigans, who'll provide a suiting set of objectives to keep them busy.
You're special
So, you somehow ended up as a werewolf? Great! You now have access to the transform spell, which allows you to shapeshift between man and beast whenever you like. The wolf-like form has a decent set of abilities and can be maintained indefinitely, yet is incredibly obvious. If the heat is building up faster than you can manage, it may be a good idea to transform back into a human and go into hiding for a while. Keep in mind that you will still be named werewolf, so keep a face-concealing mask within reach.
Abilities
- Permanent thermal vision.
- Werewolves are fairly resistant, but not immune to stuns. You could for example weaponize a segway!
- Handcuffs are not a problem, since you can rip them apart instantly.
- Almost every door can be pried open, breaking it permanently as if emagged.
- Grabbing will always result in an aggressive hold, so you can throw your victim around or suplex them with one click.
- Disarming somebody will stun and knock them down for a good amount of time.
The harm intent has several applications:
- The first attack is similar to disarm, but doesn't always render your victim helpless. Use disarm for an guaranteed knockdown.
- You can then start feeding by messily ripping out their innards. Needless to say, this will hurt a lot.
- Trying to do the same with corpses will outright gib the body. An excellent way to dispose of your victims once and for all, if you're the particularly evil type of werewolf.
- You may also instantly smash through windows and grills.
- Like shambling abominations, you can punch cyborgs too. Werewolves are not human, so this is a useful ability to have.
Restrictions
- Werewolves can't wear jumpsuits, exosuits or shoes. They still move at normal running speed regardless.
- Dealing with gun-wielding opponents is a challenge, due to the complete lack of ranged attacks.
- Werewolves are just as vulnerable to extreme temperatures, suffocation or poisons as everybody else.
- Unlike vampires or changelings, werewolves are unable to regenerate health automatically. Feeding on somebody will heal brute and burn damage, however.
Conclusion
Don't overestimate your powers. You may in fact be the weakest of the antagonist roles. Sure, your strength will quickly overpower and maul an opponent in melee, but you're poorly equipped against a mob or any sort of armed response. Furthermore, the wolf-like form is completely useless for stealth and will attract the attention of everybody in no time. It's best to avoid the frequented areas of the station and prey on crew members one at a time.
Supplementary Video
{{#widget:YouTube|id=4E0vu6TorHA}}
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Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
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