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 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 bite somebody, you must be on Harm intent and target their head, and click on them with a free hand. Any sort of hat or mask will prevent you from doing so.
Once you start draining, you will cause some brute damage to them and earn 5 units of blood per tick if victim is alive, or 2 units of 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. Be aware that drinking blood from a glass doesn't unlock new powers automatically. 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. Most abilities cannot be used while stunned, nor can they be cast while standing in the chapel.
Unlock | Name | Cooldown | Blood Cost | Description |
---|---|---|---|---|
0 | Rejuvenate | 30 seconds | 0 | Removes stunning effects. |
0 | Glare | 60 seconds | 0 | Briefly stuns the targeted victim and confuses the movement of others over a 3x3 area. |
0 | Hypnotise | 3 minutes | 0 | This spell requires a couple seconds to take effect, but stuns the victim for a long time. |
100 | Vampiric Vision | N/A | N/A | Permanent thermal vision. At the moment, this ability is buggy and may not work for you. |
150 | Diseased Touch | 3 minutes | 50 blood | Infects someone with grave fever. Transmission 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+ | 30 seconds | 0 | Restores health in addition to removing stunning effects. |
200 | Summon Bats | 2 minutes | 100 blood | Summons three angry bats which will attack non-vampires. |
200 | Chiropteran Screech | 3 minutes | 0 | Crowd control spell which confuses the movement of all nearby humans. It also shatters nearby windows and light fixtures. |
300 | Mist Form | 1 minute | 0 | Similar to phaseshift. Allows you to walk through walls, but only works when you aren't within visual range of somebody else. |
400 | Enthrall | 3 minutes | 200 blood | Turns your victim into a loyal mindslave (special guidelines apply). Note that, unlike an implanter, this spell doesn't work instantly! |
500 | Full Power | N/A | N/A | The chapel no longer causes harm or blocks your abilities. Permanent x-ray vision is gained. |
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. If the vampire is foolish enough to bite the priest, they will take quite a lot of burn damage and be weakened. This will also be visibly noticeable, thus the vampire's identity will be revealed. 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.
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.
Vampire Strategy
- 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.
- 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 mobile light sources.
- The detective and Head of Security have access to a pair of thermals each, and so can see through your cloak. The detective's .38 revolver 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 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.
- 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.
- 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
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