User:Studenterhue/Vampire
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
Vampires tie in with the blood mechanics. Doctoring may contain useful information for you.
First and foremost, vampires thrive on drinking blood - their main way of doing this is through a bite attack. To bite somebody, you must use the bite victim ability to drink their blood. Any sort of hat or mask will prevent you from doing so.
Once you start draining, you will earn 10 units of blood per tick if the victim is alive (20 when draining a fellow vampire), or 5 units of blood if they are dead. You will continue to suck blood until you use your hands, move away from the target, or the body is drained. A healthy victim can provide up to ~260 units of blood. 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.
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 diseases. It should also be noted 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. 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 handcuffed? | Description |
---|---|---|---|---|---|---|---|
0 | Bite victim | N/A | N/A | ✗ | ✗ | Slowly drain a victim's blood in increments, each 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, but unlike other servers, you don't have to be on Harm intent or be aiming at the head area.
What's the rate of blood gained? | |
0 | Blood tracking | N/A | N/A | N/A | N/A | Toggles blood gain/loss messages on or off. | |
0 | Cancel stuns | 1 second | 0 | ✓ | ✓ | Replenishes stamina and removes all Unconscious, Weakened, and Knocked-Out debuffs, at the cost of dealing 1 damage per second of debuff.
What damage, exactly? | |
0 | Glare | 60 seconds | 0 | ✓ | ✓ | Briefly stuns the target for about twenty seconds from up to two tiles away. Blocked by eye protection (sunglasses etc). | |
0 | Hypnotise | 5 minutes | 0 | ✗ | ✓ | This spell requires 2 seconds to take effect, but KOs the victim for a long time.
How long does it stun? Does target have to stand still? | |
??? | Bat Form | 0 | 0 | ✗? | ✗? | When you press and hold Shift, you become a lil' brown bat that's remarkably fast and hard to hit. As a bat, you can harmlessly squeeze through doors and suck the blood of any humans you fly over. You still retain your equipment.
How much blood at a time? Does it work on dead humans? Are there any other aspects and/or downsides? | |
??? | Enthrall | 30 seconds | 200 blood | ✗? | ✗? | When used on a dead human, turns them into a loyal mindslaved ghoul, with the appellation "zombie [name]". Rule 1 and other recommendations apply, of course. When used someone who is already a ghoul, gives them blood to restore their strength.
Zombies/ghouls/thralls/zombie-ghoul-thralls could definitely be its own section, depending on how in depth it is. Are ghouls like Zombies? What traits do they share (or not share)? Can you remove ghoul status? What does it mean by "thralls weaken as their blood drains"? | |
??? | Speak to Ghouls | 0.1 seconds | 10 Blood | ✓? | ✓? | Telepathically speak to all your zombies/ghouls/thralls. No one can overhear, of course.
What chat does the meesage show up as (i.e., is it like (HIVEMIND)[NAME](MASTER): message?) What about the roles? | |
??? | 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. | |
??? | Coffin Escape | 1 minute | 400 Blood | ✓? | ✓? | Become intangible and teleport to the tile you designated with Hide Coffin, where you can regenerate in your highly visible and now vulnerable vampire coffin .
Can you open the coffin if you're not a vamp? Can you destroy the coffin? What happens if you hit it with a bible or splash it with holy water? Does the Chaplain have any special interactions with it? How fast do you regenerate? What happens if you use the ability without using Hide Coffin? Do you escape to somewhere random or do you just get a plain error message? | |
??? | Call Frost Bats | 1 minute | 0 blood | ✓? | ✓? | Summons a 4 frost bats around you. People can't hit you unless they want to be chilled and thrown back by the bats, and people can't shoot you because their projectiles will be blocked by the bats. If you *flip, the bats stop orbiting you and fly away.
What do the bats do when they fly away? Do they just go away and essentially end the ability? Or do they do still chill and throw back people, as they did when they were orbiting you? (Living baterang?) How long do they bats keep orbiting you? | |
??? | 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). | |
??? | Bat Form MkII | 0 | 0 | ✗? | ✗? | Now, if you stand still in a dark tile, you're completely invisible. Even AIs, Cyborgs, people with thermals, and other people who can see through the other main source of invisibility can't see you.
Really, what qualifies as dark enough to become invisible? | |
??? ("high end") | Diseased touch | 3 minutes | 50 blood | ✗ | ✗ | Infects someone with grave fever. Transmission mimics the Help intent shake. |
No clue if these are still in.
Unlock | Icon | Name | Cooldown | Blood Cost | While stunned? | While handcuffed? | Description |
---|---|---|---|---|---|---|---|
200 | N/A | Vampiric vision | N/A | N/A | N/A | N/A | You can spot people behind walls and in the darkness and can see past cloaking devices. |
300 | Radio interference | 3 minutes | 50 blood | ✗ | ✗ | Stealth ability that mimics the effect of a signal jammer. Disrupts almost all radio communication (minus machine talk) in a six tile radius for 30 seconds. | |
600 | Cloak of darkness | N/A | N/A | ✗ | ✓ | Automatically cloaks you in dark areas, can be toggled on/off.
Appears to have been subsumed into Bat Form MkII | |
600 | Cancel stuns Mk2 | 60 seconds | 0 | ✓ | ✓ | Restores 40 HP in addition to removing stuns.
Most likely removed or even revamped, needs confirmation. | |
1000 | N/A | Vampiric vision Mk2 | N/A | N/A | N/A | N/A | Permanent x-ray vision. |
1000 | N/A | Full power | N/A | N/A | N/A | N/A | The 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.
Vampires are unholy beings and as such are weak to holy things. The mere act of 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.
Another holy thing is the good chaplain. The chaplain is immune to most of the vampire's methods of disabling prey, but has no special defense against swarms of bats and can't see an invisible vampire. Vampires who try to suck the chaplain's blood take quite a lot of burn damage and are weakened. A suicidal or unwitting vampire who tries to enthrall the chaplain is in for a very bad time as well. 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 available in the chapel, and more can be mixed or extracted from garlic. In addition, while it's rather hard to force, vampires who try to pick up a bible have their hands burst into flames and 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. The light of the stars will burn 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
- If you haven't unlocked radio interference yet, try to KO your victims to remove their headsets. A stun will incapacitate them, but they can still speak and will start screaming for help once they realize what you are. Also choose your targets carefully - glare (your bread-and-butter stun spell) is completely ineffective against sunglasses and welding masks, which are often worn by security officers and other members of the crew.
- You don't need to aggressively grab your victims to drain their blood, and it may be better not to, lest the AI mistake you for a changeling feeding on someone. It's better to be thought a dirty traitor than an alien. Someone who spots you feeding in person (rather than on camera) will immediately recognize what's up though.
- 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 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.
- Keep your cloak of darkness off unless 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. Consider avoiding him until you have the improved rejuvenate ability that lets you negate the damage somewhat.
- 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!
- Enthrall is a major investment, yet enthralling the captain or HoS can provide you with prisoners and access to guns without raising much suspicion, in other words repaying the blood cost many times over. Remember that enslaving somebody doesn't work instantly, so the target should be incapacitated and out of sight before you start the conversion.
- The AI and cyborgs regard you as non-human and will try to ruin your day if given the opportunity, access to its upload is therefore desirable. Synthetics aren't immune to being enthralled either, so you could go down this route if you're brave enough.
- You start with a job and all the access it comes with. Being A Better Traitor may have some useful tips for you.
Supplementary Video
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 |