Vampire
Job |
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Vampire |
Difficulty |
Medium to Hard |
Access |
Variable |
Do you suddenly find yourself vanting to zuck ze crew's blaad? Maybe you're a Vampire. Bleh! Originally added for the Halloween 2010 update, Vampires have stuck around since and crop up occasionally. They play somewhat like a blend of Wizard and Changeling, having an array of various innate powers they can use. Unlike their counterparts however, Vampires must earn their powers as they go along by drinking the crew's blood.
Vampires have normal traitor objectives, but they also always have the objective of exceeding a certain amount of blood drank. This is based on how much blood the Vampire has stored, not how much it has consumed throughout the entire round. If they drink plenty of blood but then blow it all on expensive spells, they will fail their mission!
Vampire Abilities
First and foremost, Vampires thrive on drinking blood - their main way of doing this is through a bite attack. To use the bite attack you must be on Harm intent and target the head, and click on someone with a free hand. This does a small amount of brute damage and earns 5 blood if the victim is alive, or 1 blood if they are dead. Corpses that are too badly damaged will yield no blood, so while feasting on the dead will slowly power you up, there's only so much you can get from the dead.
There are other ways to gain blood - drinking blood found on the floor (or elsewhere) is possible with the aid of a drinking glass, but it isn't very potent compared to biting. You don't have to worry about the sanitation of such an act however, as Vampires are nigh-immune to disease. It should be noted also that biting a Chaplain is an extremely bad idea - the blood of a holy man will not only burn you quite badly, but will actually weaken you!
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. It should be noted that Vampire abilities cannot be used while stunned, nor can they be used while standing in the Chapel.
Unlock | Name | Cooldown | Blood Cost | Description |
---|---|---|---|---|
50 | Rejuvenate | 5 Seconds | None | Removes stunning effects |
100 | Shapeshift | 3 Minutes | 50 Blood | Randomises your identity (includes any ID card you are wearing) |
100 | Vampiric Vision | N/A | N/A | Permanent thermal vision |
150 | Diseased Touch | 3 Minutes | 100 Blood | Infects someone with Grave Fever, mimics the "help" intent shake |
150 | Cloak of Darkness | N/A | N/A | Automatically cloaks you in dark areas, can be toggled on/off |
200 | Summon Ghosts | 2 Minutes | 75 Blood | Summons three spirits which will attack non-vampires |
300 | Mist Form | 1 Minute | None | Identical to wizard's Phase Shift spell |
300 | Chiropteran Screech | 3 Minutes | None | Stuns all nearby humans, shatters nearby glass objects |
400 | Hypnotise | 3 Minutes | 10 | Stuns a single victim for a long time |
400 | Vampiric Vision | N/A | N/A | Permanent X-Ray vision |
500 | Full Power | N/A | N/A | Chapel no longer causes harm or blocks your abilities |
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.
SS13's vampires do come with a few weaknesses they should take care to avoid, however. First and foremost, Vampires are unholy beings and as such are weak to holy things - the mere act of being in the Chapel will cause a vampire to slowly burn, gradually taking more and more damage until they die. The Chapel's holy aura also prevents the Vampire from using their abilities on holy ground. If you're being harassed by a Vampire, your best defence is to run into the Chapel. 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 himself. If the Vampire is foolish enough to bite him, it will take quite a lot of fire damage and be weakened. This will also be visibly noticeable, so the Vampire will give away his identity by this act. There is also Holy Water in the Chapel - throwing this on a vampire will cause it to act like acid instead, horribly burning them. It does nothing to non-vampires, so this is a good way of finding out the identitiy of vampires - the only drawback is the limited supply of Holy Water. More can be made if you know the recipe, however.
The last weakness of SS13 vampires is sunlight - or more accurately, starlight. Vampires cannot venture out into space, even with space suits - the light of the stars will burn them incredibly quickly, much faster than the Chapel will. This essentially means Vampires are confined to the station and anywhere a shuttle can take them without touching space - they could probably survive very quick leaps across space, but not on a regular basis.
Jobs on Space Station 13 | ||
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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 |