Vampire
Do you suddenly find yourself vanting to zuck ze crew's blaad? Maybe you're a Vampire. Bleh!
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 10 blood at a time if the victim is alive, or an amount starting from 10 down to 1 blood if they are dead. You will continue to suck blood until you switch hands, move away from the target, or the body is drained. 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.
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 |
---|---|---|---|---|
0 | Rejuvenate | 20 Seconds | 0 | Removes stunning effects |
0 | Glare | 30(?) Seconds | 0 | A creepy, albeit brief vampire look that stuns the victim and others in a 3x3(?) area for a bit of time. |
0 | Hypnotise | 3 Minutes | 10 | A scary vampire stare into your victim's eyes! Takes a couple seconds to complete the spell but stuns the victim for a long time. |
100 | Shapeshift | 3 Minutes | 50 Blood | Randomizes 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 | Rejuvenate+ | 20 Seconds | None | Heals in addition to removing stunning effects |
200 | Summon Bats | 2 Minutes | 75 Blood | Summons three angry bats which will attack non-vampires |
200 | Chiropteran Screech | 3 Minutes | None | Stuns all nearby humans, shatters nearby glass objects |
300 | Mist Form | 1 Minute | None | Identical to wizard's Phase Shift spell, turns you non-corporeal for a moment |
300 | Enthrall | 3 Minutes | 300 Blood | Turns a victim into your loyal mindslave. Beware: doesn't work instantly like an implanter! |
500 | Full Power | N/A | N/A | Chapel no longer causes harm or blocks your abilities (currently bugged). Permanent X-Ray Vision |
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 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 defense 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.
Vampire Strategy
- Try to K.O. your victims or 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.
- 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 lightbulbs is a huge pain so few will ever bother. Watch out for people carrying flashlights.
- The Detective has thermals which can see through your cloak and a weapon that does straight-up brute damage instead of a stun you can resist. Consider avoiding him until you have the improved rejuvenate that lets you shrug off the damage.
- Keep your Cloak of Darkness off unless you need it, since it'll tip off the AI and anyone with thermals as to what you are.
- Your Shapeshift ability will alter the name but keep the rank of whatever ID card you have equipped, so don't use it while carrying a unique ID (like the Captain's).
- 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, but enthralling the Captain or Head of Security will let them bring you brigged prisoners without raising suspicion and will repay the blood cost manyfold. Just be advised that this ability doesn't take effect immediately (unlike a mindslave implant), so the target should be incapacitated and out of sight beforehand.
- The AI and Cyborgs regard you as non-human and will try to ruin your day.
- Try to accumulate an extra 50 blood more than your goal so you can get one last shapeshift in before boarding the shuttle.
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 | |
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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 |