Difference between revisions of "Wraith"
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Wraiths are slippery bastards, but like proper ghosts, have one major weakness: regular ol' table salt. Lines of salt on the ground force an incorporeal wraith that passes over them to manifest, and so can be used to protect chokepoints, force a wraith into a trap, and trip up a wraith that's not paying attention to where they're going. In addition, Haunt heavily incentivizes manifesting near a bunch of people to get an extra infusion of WP, and a physical wraith is extremely vulnerable. They are slow, have no hands, and have only their basic powers to fight back against someone who wants them dead. Priestly exorcisms aren't necessary when a barrage of laser fire will banish a corporeal wraith very quickly. | Wraiths are slippery bastards, but like proper ghosts, have one major weakness: regular ol' table salt. Lines of salt on the ground force an incorporeal wraith that passes over them to manifest, and so can be used to protect chokepoints, force a wraith into a trap, and trip up a wraith that's not paying attention to where they're going. In addition, Haunt heavily incentivizes manifesting near a bunch of people to get an extra infusion of WP, and a physical wraith is extremely vulnerable. They are slow, have no hands, and have only their basic powers to fight back against someone who wants them dead. Priestly exorcisms aren't necessary when a barrage of laser fire will banish a corporeal wraith very quickly. | ||
That's not to say priestly exorcisms don't help, though! The [[chaplain]] enjoys immunity to many of a wraith's tricks, which lets them fight on even footing with an opponent that otherwise fights very dirty. Chaplains still need to rely on ambushing a wraith using Haunt or luring them over salt, but once a wraith is manifested, they can beat the bejesus out of it with their bible to banish it | That's not to say priestly exorcisms don't help, though! The [[chaplain]] enjoys immunity to many of a wraith's tricks, which lets them fight on even footing with an opponent that otherwise fights very dirty. Chaplains still need to rely on ambushing a wraith using Haunt or luring them over salt, but once a wraith is manifested, they can beat the bejesus out of it with their bible to banish it with the speed of lasers. They can even fight toe to toe with revenants, as they can't be Crushed, knocked or Pushed back, knocked down with Shockwave, and can use the bible to deal large amounts of damage. A wraith's best bet against a particularly relentless chaplain is to use ghostly mobility to go spook people somewhere the chaplain isn't, and failing that, take merry advantage of the fact that the chaplain's immunities don't cover them from indirect methods of attack. | ||
Wraiths can only survive two banishments - going down a third time permanently puts them out of commission. To make matters worse for them, when banished, they lose all of their built-up WP and, far more cripplingly, any WP regeneration bonuses from Absorb Corpse. They may not have a second or third chance to get as strong as their first manifestation, by sheer virtue of there being fewer usable corpses. Wraiths may want to keep one or two hidden corpses around as insurance just in case they're banished. | Wraiths can only survive two banishments - going down a third time permanently puts them out of commission. To make matters worse for them, when banished, they lose all of their built-up WP and, far more cripplingly, any WP regeneration bonuses from Absorb Corpse. They may not have a second or third chance to get as strong as their first manifestation, by sheer virtue of there being fewer usable corpses. Wraiths may want to keep one or two hidden corpses around as insurance just in case they're banished. |
Revision as of 02:49, 18 April 2015
Where most other antagonist roles exist to make you afraid of some maniac with a fire extinguisher coming to get you, the Wraith exists to make you afraid of the station itself. Malevolent poltergeists with a mean streak a mile wide, wraiths have a wide array of spooky powers they can use to terrorize (or annoy) the crew. Given enough time and corpses (and this being Space Station 13, there will be corpses), they can progress from an inconvenience to a terrifying juggernaut of murder. They have their downsides, though, and a clever chef with a salt shaker can be far more dangerous to a wraith than an army of supercops armed to the teeth.
Wraith Abilities
First and foremost, wraiths are ghosts. They cannot be seen by the living unless manifested, they can hear everything on the station, they can talk to and see normal ghosts, fly through walls, all of it. They can use their powers while incorporeal as well, and are effectively invulnerable in this state. By using their abilities (or being exposed to salt), wraiths can manifest in a physical form that can be injured, and even killed. If killed while manifested, though, a wraith isn't necessarily dead. Wraiths can survive being banished from physical form twice - the third time kills them for good.
Wraith abilities work off the creatively named Wraith Points, or WP, a resource that passively increases over time. The rate of regeneration can be permanently increased by absorbing corpses, or temporarily increased by using Haunt near a crowd or possessing a Revenant. There's no upper limit to banked points or regeneration rate, but banishment resets both.
Name | WP Cost | Cooldown | Description |
---|---|---|---|
Haunt | 0 Points | 60 seconds | Temporarily become corporeal to scare people and/or gloat. Every witness present gives you an increased rate of WP regeneration. |
Whisper | 10 Points | 20 seconds | Send a spooky ghost message to somebody. This is your only way to communicate with the living. |
Absorb Corpse | 20 Points | 120 seconds | Skeletonizes a targeted corpse in a cloud of black smoke with a big red message, and permanently increases your rate of WP regeneration. Must be used on a relatively fresh corpse. |
Poltergeist | 20 Points to Mark | 30 seconds once activated | The first use Marks an area, and the second use lets you choose a spooky thing to do to that area. |
Decay | 30 Points | 60 seconds | An ability with two uses. Used on living humans, it damages stamina. Used on inanimate objects, it EMAGs them if possible. |
Command | 50 Points | 20 seconds | Hurls a few nearby loose objects at the chosen target. |
Animate Object | 100 Points | 30 seconds | Causes an object to come to life and try to murder anything and everything nearby. |
Raise Skeleton | 150 Points | 60 seconds | Commands the skeleton inside a corpse to detonate out and free its brothers still trapped in the living. By murdering them. |
Possess Object | 300 Points | 180 seconds | Puts your consciousness inside an object for a limited time, letting you fly it around and use it to murder people. |
Raise Revenant | 1000 Points | 500 seconds | Allows you to possess a corpse and empower it as a Revenant, so you can murder people with their co-workers. Must be used on a relatively fresh corpse. |
Revenants
A Revenant is a telekinetically controlled corpse-puppet used by wraiths to step their game up from dangerous pranks to full-throttle massacres. Wraiths inhabit fresh corpses to create revenants, which provide them with a physical body to interact with the world freely. This allows for a much, much broader ability to screw with the station, as a wraith can temporarily do anything a normal traitor could, like mixing up horrible concoctions at a chemistry machine or rigging giant bombs. Revenants enjoy an increased rate of WP regeneration, stun immunity, ignore stamina penalties, lose their normal set of powers, and gain a smaller, much deadlier set while active. They constantly lose health, though, and cannot be healed, so your time is limited.
Name | WP Cost | Cooldown | Description |
---|---|---|---|
Push | 50 Points | 30 seconds | Shoves the targeted victim or object away from you, dealing damage if they collide with something. |
Mass Command | 300 Points | 30 seconds | Like Command, only it throws a LOT more nearby objects at the target. |
Shockwave | 750 Points | 30 seconds | Emits a large shockwave that knocks people down, destroys windows, and strips the plating off nearby walls and floors. |
Touch of Evil | 1000 Points | 30 seconds | Temporarily gives you an ENORMOUS damage buff to punches, and punches knock people across the room. |
Crush | 2500 Points | 60 seconds | The target immediately collapses and begins to take a huge amount of brute damage over time as their bones crack and their body implodes. The victim explodes into gibs once this damage becomes lethal, but the process is interrupted if they are removed from your line of sight or you move (or are moved). |
Wraith Weaknesses
Wraiths are slippery bastards, but like proper ghosts, have one major weakness: regular ol' table salt. Lines of salt on the ground force an incorporeal wraith that passes over them to manifest, and so can be used to protect chokepoints, force a wraith into a trap, and trip up a wraith that's not paying attention to where they're going. In addition, Haunt heavily incentivizes manifesting near a bunch of people to get an extra infusion of WP, and a physical wraith is extremely vulnerable. They are slow, have no hands, and have only their basic powers to fight back against someone who wants them dead. Priestly exorcisms aren't necessary when a barrage of laser fire will banish a corporeal wraith very quickly.
That's not to say priestly exorcisms don't help, though! The chaplain enjoys immunity to many of a wraith's tricks, which lets them fight on even footing with an opponent that otherwise fights very dirty. Chaplains still need to rely on ambushing a wraith using Haunt or luring them over salt, but once a wraith is manifested, they can beat the bejesus out of it with their bible to banish it with the speed of lasers. They can even fight toe to toe with revenants, as they can't be Crushed, knocked or Pushed back, knocked down with Shockwave, and can use the bible to deal large amounts of damage. A wraith's best bet against a particularly relentless chaplain is to use ghostly mobility to go spook people somewhere the chaplain isn't, and failing that, take merry advantage of the fact that the chaplain's immunities don't cover them from indirect methods of attack.
Wraiths can only survive two banishments - going down a third time permanently puts them out of commission. To make matters worse for them, when banished, they lose all of their built-up WP and, far more cripplingly, any WP regeneration bonuses from Absorb Corpse. They may not have a second or third chance to get as strong as their first manifestation, by sheer virtue of there being fewer usable corpses. Wraiths may want to keep one or two hidden corpses around as insurance just in case they're banished.
As for revenants, for all their horrifying power when given sufficient WP to fuel their mojo, they are still rotting corpses. They're slow, incredibly obvious, and will eventually fall apart into a pile of bones even if left alone. They're especially good at murdering isolated people because of Push, Touch of Evil, and Crush, but can use Mass Command and Shockwave to handle a small crowd. Unless you're a particularly gutsy chaplain, getting into a fistfight with a revenant is an incredibly bad idea - running away and firing lasers or buckshot wildly is a far more effective strategy. Try to get the AI to lock it down in an isolated room if possible, and pray it doesn't have the WP reserves to just blast a hole through the walls and doors anyway. When in doubt, run for your life, because anybody who gets killed by the revenant (except victims of Crush) is leaving a corpse behind that will fuel the wraith if left alone.
Wraith Tips and Strategy
- You are not invincible, no matter how much it may seem like it sometimes. It only takes one twitchy guy with a weapon in his backpack and a salt shaker to ruin you.
- Haunt can give you a ton of WP when used in a large crowd, but a large crowd is also in prime position to wreck your shit when you're at your most vulnerable. Try haunting just out of reach of a few people, like behind a table, window, or door, or in space nearby. Not only is this effective, it annoys the shit out of people! Just make damn sure the AI won't be opening the door for them, or that they won't be zapping you with lasers through the windows.
- Wraiths don't appear alone, so try to lay low for a little while and look for the other antagonists. Scavenge the corpses they'll inevitably leave in their wake for more WP regeneration, or try to strike deals with them with Whisper. A wraith with someone to feed it a steady stream of corpses can get very, very scary, but be warned that some antagonists might not trust you to not murder them and raise the alarm on you.
- Revenants get faster WP regeneration, but their abilities still cost a shitload of points. Try to raise a decent buffer of points and regeneration before going nuts with a revenant instead of beelining for the first corpse you see the second you hit 1000 points.
- Plan for things going terribly. You may not want to absorb every corpse you find just in case you get banished, but you may not want to leave any corpses undrained either in case the crew gets wise and starts spacing/gibbing/reclaiming corpses immediately.
- Poltergeist may seem harmless, but some cunning applications of smoke, APC draining, or blown lights can save your ass or doom someone in a clutch.
- You're not that great at outright killing people without becoming a revenant, isolating someone, or being lucky. Be a scavenger; try to make a bad situation worse for someone already pretty fucked up rather than try to kill a healthy person. The crew will amaze you with how many ways they can kill themselves.
- Use Decay on Beepsky, and on his victims if they try to run. Watch the fireworks.
- Mechanics or QM massing lasers to deal with you/another antagonist? Possess one and laugh with sadistic glee when you realize it can still shoot things.
- If you possess food or drinks, you can force-feed yourself to people. Let the chef know what people REALLY think of his cooking.
- Raise Skeleton's skeleton is extremely fragile, and will die in one hit to just about anything, but is incredibly strong and knocks people down very easily. Use it to gang up on someone who can't fight back.
- Shockwave gives Mass Command tons of scrap metal and broken glass to hurl at people.
- Is the chaplain pissing you off? Command and Mass Command may not work on them when you click them directly, but if they're stunned, standing still, or distracted by animated objects, targeting the floor under them works just as well.
Supplementary Video
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Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |