Difference between revisions of "Vampire"

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m (Vampires are immune to all diseases again, including pathogens.)
(Come to think of it, Blood Steal's not actually that stealthy.)
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[[File:dracula.png|64px|right]]
[[File:dracula.png|64px|right]]
 
Do you suddenly find yourself vanting to zuck ze crew's blaad? Maybe you're a '''Vampire'''. Bleh!
Do you suddenly find yourself vanting to zuck ze crew's blaad? Maybe you're a '''Vampire'''. Bleh!


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==Vampire Abilities==
==Vampire Abilities==
===Blood and Abilities===
<i>Vampires tie in with the blood mechanics. [[Doctoring#Bleeding|Doctoring]] may contain useful information for you.</i>
<i>Vampires tie in with the blood mechanics. [[Doctoring#Bleeding|Doctoring]] may contain useful information for you.</i>


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 [[Clothing#Head|hat or mask]] will prevent you from doing so.
First and foremost, vampires thrive on drinking blood. While you go the entire round without drinking a single drop of blood, you won't unlock any of the more interesting and/or useful powers. You gain blood by: 


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 switch 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.
*Using the ''Bite victim'' ability, explained further below.
*Using the ''Blood Steal'' ability, also explained below.
*Flying over someone in Bat Form, again explained below.
*Ingesting [[Chemistry#Blood|blood reagent]], such by drinking it from a cup or taking a pill with blood in it. You'll only get a third of the amount of blood ingested, e.g. if a [[Medical Objects#Blood Bag|blood bag]] has 250 units of blood, you'll only gain about 83.3 units from it.


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 [[Virus|diseases]]. Be aware that drinking blood from a glass or [[Medical Objects#Blood Bag|blood bag]] doesn't unlock new powers automatically. It should also be noted that biting a [[Chaplain|chaplain]] is an extremely bad idea. The blood of a holy man will not only burn you quite badly, but will actually weaken you!
While you can ingest blood extracted from a [[monkey]], you can only drain blood from humans or monkeys turned into humans, living or dead. It should also be noted that draining blood from the [[Chaplain]] through the first three methods is an extremely bad idea. The blood of a holy man will not only burn you quite badly, but also destroy some of the blood you already have! However, similar to monkey blood, extracting the [[Chaplain]]'s blood (i.e. with a [[Medical Objects#Syringe|syringe]] or by stabbing them) has no ill effect aside from being inefficient.


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|chapel]].
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 their unlife, even if their blood level dips under the point they unlocked it at. If they die, they lose all their blood and need to unlock their abilities again. None of these abilities can be used while unconscious, nor can they be cast while standing in the [[Chapel]].


{|class="wikitable sortable"
{|class="wikitable sortable"
!Unlock!!Name!!Cooldown!!Blood Cost!!While stunned?!!Description
!Unlock!!Icon!!Name!!Cooldown!!Blood Cost!!While stunned?!!While [[Security Objects#Handcuffs|cuffed]]?!! class="unsortable" | Description
|-
|0||[[Image:VampireIconBite.png]]||Bite victim||N/A||N/A||✗||✗||Slowly drain a nearby human victim's blood, 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 or a mask, but unlike other servers, you don't have to be on Harm intent, have the victim in a grabhold, or be aiming at the head area.
 
You will earn 15 units of blood at a time if the victim is alive (30 when draining a fellow vampire), less if they are dead. You will continue to suck blood until you use your hands, move away from the target, or have drained all you can. A healthy victim can provide up to ~260 units of blood. If your bite victim drops to 0 blood, they instantly die--perfect for an Enthrall! 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.
|-
|0||[[Image:VampireIconBloodSteal.png]]||Blood Steal||30 seconds||N/A||✓||✓||Continually drain blood from a human target anywhere within your sight, at a somewhat lower rate than Bite victim (10 vs 15 units at time), even less if the victim's dead. You have to stand still, though your victim does not, and you can't be in a locker, [[Space Pod]], or similar, but you can drain blood through walls or other obstacles between you and your bloodbag. Not particularly stealthy (though this applies to all blood gain abilities), because you make a chomping noise rather like someone eating lettuce, and blood jets flow from the victim to you, pointing in your direction.
|-
|0||[[Image:VampireIconBloodTracking.png]]||Blood tracking||N/A||N/A||N/A||N/A||Toggles blood gain/loss messages on or off.
|-
|0||[[Image:VampireIconCancelStuns.png]]||Cancel stuns||1 second||0||✓||✓||Replenishes stamina and removes all Unconscious, Weakened, Knocked-Out, Disorient, Slowed, Stuttering, and Misstep debuffs, but deals 1 BRUTE damage for each second of debuff. People can tell you used this and did not simply recover naturally, because it plays a rather disturbing sound of bones crunching and produces a bold red message describing how unnatural it looks.
|-
|0||[[Image:VampireIconGlare.png]]||Glare||60 seconds||0||✓||✓||Instantly drains a good chunk of the target's stamina and knocks them down to the floor for about thirty seconds, though still able to speak. Works from two tiles away and is blocked by eye protection ([[Security Objects#Sunglasses|sunglasses]] etc). People nearby can tell you're not using a [[Security Objects#Flash|flash]], because they'll see a bold red message about your eyes producing a blinding light and hear a clink similar to something hitting a drinking glass. It's a bad idea to use it on the [[Chaplain]], but a good idea to combine it with ''Hypnotize'', and an even better one to combine it with another stun weapon, especially on ''Bite'' targets.
|-
|-
|0||Rejuvenate||60 seconds||0||✓||Removes the effects of being stunned, replenishes stamina.
|0||[[Image:VampireIconHypnotize.png]]||Hypnotise||5 minutes||0||✗||✓||Target is knocked down to the floor, unconscious and blinded for thirty seconds. This spell requires five seconds to take effect and isn't very stealthy, as an icon of a creepy eyelid appears over you as you use the ability, and there'll be a bold red message about you "glaring" at someone. Useless against the [[Chaplain]].
|-
|-
|0||Glare||60 seconds||0||✓||Briefly stuns the targeted victim and confuses the movement of others over a 3x3 area. Blocked by eye protection ([[Security Objects#Sunglasses|sunglasses]] etc).
|30||[[Image:VampireIconSummonBats.png]]||Bat Form||0||0||✓||✓||If you toggle this on by clicking its icon, when you press and hold Shift, you become a lil' brown bat that's remarkably fast and hard to hit. As a bat, you drain a few units of blood every time you fly over someone, up to 5 if you hover over them for a while, much less if they're dead. You can also harmlessly squeeze through doors, even if they're welded, bolted, and/or powered down. Being in Bat Form consumes stamina, more so when moving than floating in place, and if you run out of stamina or get hit, you morph back into human form. You still retain your equipment in any case.
|-
|30||[[Image:VampireIconEnthrall.png]]||Enthrall||30 seconds||200 blood||✗?||✗?||When used on a dead human, it turns them into a thrall, an loyal, undead mindslave named "zombie [name]"--more on those in a [[#Thralls|later section]]. Unless that dead human was the [[Chaplain]], in which case you simply revive them. They won't be enslaved. They probably will be pissed depending on who/what killed them. Dummy. 
 
When used someone who is already one of your thralls, it gives them blood, restoring their max health buff and some of their speed.  
|-
|-
|0||Hypnotise||2 minutes||0||||This spell requires a couple seconds to take effect, but KOs the victim for a long time.
|30||[[Image:VampireIconSpeakToGhouls.png]]||Speak to Ghouls||0.1 seconds||0||✓||✓||Telepathically speak to all your zombies/ghouls/thralls through GHOULSPEAK. Rival vampires and non-vamps cannot overhear these messages or eavesdrop, and being [[Guide to Genetics#Front Gyrus Suspension|mute]] or [[Medical Objects#Muzzle|gagged with a muzzle]] does not prevent you from using this.  
|-
|-
|200||Vampiric Vision||N/A||N/A||N/A||Permanent [[Security Objects#Optical Thermal Scanner|thermal vision]].
|300||N/A||Vampiric vision||N/A||N/A||N/A||N/A||You can spot people behind walls and through darkness and can see past [[Syndicate Items#Cloaking Device|cloaking devices]].
|-
|-
|200||Diseased Touch||3 minutes||50 blood||||Infects someone with [[Doctoring#Viruses|grave fever]]. Transmission mimics the ''Help'' intent shake.
|300||[[Image:VampireIconHideCoffin.png]]||Hide Coffin||1 minute||0 blood||✓|||| Designates a tile of your choosing as where you'll float to when you use the ''Coffin Escape'' ability.  
|-
|-
|300||Mist Form||1 minute||0||✓||Similar to [[Guide to Wizard#Great, now I'm wearing a dress|phaseshift]]. Allows you to walk through walls, but only works when you aren't within visual range of somebody else.
|300||[[Image:VampireIconMistForm.png]]||Coffin Escape||1 minute||400 Blood||✓||✓|| You become an intangible, barely visible orb that slowly drifts to the tile you designated with ''Hide Coffin'', whereupon you materialize into a unique, ominous looking vampire coffin [[Image:VampireCoffin.png]]. If you haven't used ''Hide Coffin'', your vamp coffin appears right where you're currently standing.
 
In any case, as with all coffins, being in the coffin heals all your injuries, regenerates all your limbs, and can revive you if you still somehow die, though your blood level and unlocked powers are still reset. Uniquely, no one can open or close it except you, though others can destroy with a good bit of brute force (it has 80 HP) and still pull it around (and launch it into space).
|-
|-
|400||Summon Bats||2 minutes||150 blood||✓||Summons [[Critter|four angry bats]] which will attack non-vampires.
|600||[[Image:VampireIconCallFrostBats.png]]||Call Frost Bats||1 minute||0 blood||✗||✓||Summons 4 frost bats that constantly orbit you. These bats block most bullets and energy projectiles and chill and knock back anybody who tries to hit you in melee, drastically slowing them down and giving you some room to escape. You can also *flip (Hotkey: R) to launch them in whatever direction they were previously moving, causing the same effect, with the added bonus of going through walls. If you go into Bat Form, use Coffin Escape, and enter a pod/locker/other "container" type item, the bats simply go away, without being launched.  
|-
|-
|400||Chiropteran Screech||1 minute||0||✓||Crowd control spell which confuses the movement of all nearby humans. It also shatters nearby windows and light fixtures. Blocked by ear protection ([[Clothing#Earmuffs|earmuffs]] etc).
|600||[[Image:VampireIconChiropteranScreech.png]]||Chiropteran screech||1 minute||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 ([[Clothing#Earmuffs|earmuffs]] etc) and has no effect on the [[Chaplain]].
|-
|-
|600||Rejuvenate+||60 seconds||0||✓||Restores 40 HP in addition to removing stuns.
|900||[[Image:VampireIconSummonBats.png]]||Bat Form MkII||0||0||✓||✓||Now, if you stand still in a dark tile, you're completely invisible. [[AI]]s, [[Cyborg]]s, people with [[Security Objects#Optical Thermal Scanners|thermals]], and other people who can still see you.
|-
|-
|600||Cloak of Darkness||N/A||N/A||||Automatically cloaks you in dark areas, can be toggled on/off.
|1400||[[Image:VampireIconChiropteranScreech.png]]||Chiropteran screech Mk2||1 minute||60 blood||✓||✓||Same as previous version, but now it also disables almost all radio communication (minus machine talk) in a six tile radius for 30 seconds. The [[Chaplain]] is not immune to the radio jamming, but is still unaffected by the stun and confused moment.
|-
|-
|800||Enthrall||3 minutes||400 blood||✗||Turns your victim into a loyal mindslave ([[Rules#Guidelines for mindslaves|special guidelines]] apply). Note that, unlike an [[Syndicate Items#Mindslave Implant|implanter]], this spell doesn't work instantly! Synthetics, i.e. the AI and cyborgs, can also be enthralled.
|1400||[[Image:VampireIconDiseasedTouch.png]]||Diseased touch||3 minutes||50 blood||✗||✗||Infects someone with [[Doctoring#Viruses|grave fever]]. Transmission mimics the ''Help'' intent shake. The [[Chaplain]] is immune to grave fever.  
|-
|-
|1000||Full Power||N/A||N/A||N/A||The chapel no longer causes harm or blocks your abilities. Permanent [[Guide to Genetics#Mutations|x-ray vision]] is gained.
|1800||N/A||Full power||N/A||N/A||N/A||N/A||Being in the [[Chapel]] no longer hurts you, though it still blocks your abilities.  
|}
|}
===Other Traits===
While you can sleep in a bed like a mortal, it's much better to sleep in a coffin. Whenever you're in any coffin, whether it's the special one created by ''Coffin Escape'' or the regular ones in/near the [[Chapel]], you regenerate your limbs and heal all damage extremely quickly. We're talking from critical condition to full health in under a minute, at most. If you somehow die/are dead, being in a coffin will even revive you! However, you still start your new unlife without any blood and will only have your starting powers (i.e. ''Bite'', ''Blood Steal'', ''Glare'', ''Hypnotize'', ''Cancel stuns'' & ''Blood tracking'') until you drink enough blood for new ones.
Thanks to spooky undead shenanigans, you are immune to many of the ailments those human bloodbags suffer. You cannot be infected by [[Virus]]es or the pathogens created by [[Pathogen Research]]. You cannot enter [[Doctoring#Shock|shock]], [[Doctoring#Cardiac failure|cardiac failure]], or similar heart problems. Similarly, you cannot develop hypertension, hypotension, or clotting, and though you do spray blood when stabbed, you do not actually lose blood.
In addition, upgraded [[Medical Objects#Health Analyzer|health scanners]] always indicate you have 500 units of blood, regardless of how much blood you've actually gained or currently have. If your ''Blood remaining'' is at 0, [[Medical Objects#Syringe|syringes]] or [[Medical Objects#Blood Bag|IV drips]] can't draw blood, or any reagents, from you. If it's above that, they will drain your ''Blood remaining'' stock.
On top of that, most blood-related chems have no effect on your undead circulatory system, or perhaps lack thereof. [[Doctoring#Filgrastim|Filgrastim]] doesn't give you blood, [[Doctoring#Heparin|heparin]]'s overdose doesn't make you lose blood, and [[Doctoring#Proconvertin|proconvertin]] doesn't reduce blood lost when draining a [[Chaplain]] or getting drained with a [[Medical Objects#Syringe|syringe]] or [[Medical Objects#Blood Bag|IV]]. Since you can't develop blood pressure or clotting problems, you also can't benefit from the latter two chems' other effects.
==Thralls==
===Creation & Blood Mechanics===
By using the ''Enthrall'' ability on a dead body, a vampire can revive the corpse as an loyal undead minion bound to their will and their will alone. They are variously called (vamp)thralls (based on the name of the ability and the name used in the end of round reports), ghouls (based on their exclusive GHOULSPEAK chat channel), and zombies (based on the zombie [name] that appears when these minions are moused over). Whatever you call them, they can commit as much [[grief]] as their master wants them to, in accordance to Rule 1, and are bound to the [[Rules#Things to Keep In Mind (Ingame)|special mindslave rules]].
Like their master, thralls/ghouls/zombies need blood. Unlike their master, their blood levels constantly deplete, and they have limited means of refilling it. They don't have abilities that let them gain blood by themselves, and drinking, injecting or otherwise ingesting [[Chemistry#Blood|blood reagent]] has no effect. The only way for them to regain blood is for a vampire to use ''Enthrall'' on them to transfer the vamp's own blood to their minion.
===Traits===
For one, these thralls/ghouls/zombies/whatevers have an extra 100 max stamina. Among many other things, this lets them dish out more melee & special attacks, sprint more often, especially during combat, and, most importantly, absorb more stamina damage, thus making them harder to knock out. On top of that, they get a lot more health when their blood levels are high. At the max blood levels, they have 400 HP--the strength of four spacemen/women!
Unfortunately, conversely, they also have a lot less health when blood levels are low. When they're completely out of blood, they have a measly 20 HP. They also become slower as they lose blood, and unlike their health, it's always below average. Even at the highest blood levels, they're still slightly slower than normal.
Furthermore, it's usually pretty obvious if someone is one of these undead humans. Their skin is undeathly grey, and if you were to see them unclothed, you'd noticed how thin and gaunt they are from their neverending thirst for blood, droplets of which occasionally spill out of them onto the floor. Their eyes are a lifeless yellow-white, and their mouth is wide agape with a rather ominous red smear. When a scream erupts from these walking corpses, it comes out as a deep groan. If you somehow still thought you dealing with a regular spaceperson, putting your cursor over them or examining them shows them as "zombie (name)". It's no surprise silicons don't consider them [[Human]], and the [[Contraband#Beepsky and The Securitrons|Secbots]], [[Contraband#The GuardBuddies|GuardBuddies]], and [[Contraband#The Security Scanners|sec scanners]] consider them threats to the station.
Thralls/ghouls/zombies do not take extra damage from being in [[Space]]. While the [[Chapel]] does not harm them, standing in the [[Chapel]] does prevent them from using their only ability, ''Speak''. This ability lets them communicate through GHOULSPEAK, a special channel accessible only by their vampire master and their fellow undead minions. 
These undead beings are otherwise affected by the same things living humans are. They're controlled by actual players, are fully affected by [[Chemistry|chemicals]] and stun weapons, and can die and suffer brute, burn, tox, brain etc. damage. Perhaps most notably, cloning them results in a regular human, albeit one with the name "zombie (name)", which naturally leads to some very awkward confrontations.


==Vampire Weaknesses==
==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.
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|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.
Vampires are unholy beings and as such are weak to holy things. Merely being in the [[Chapel]] slowly burns 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. They deflect ''Glare'' right back at the vamp, and ''Hypnotize'', ''Diseased touch'' and ''Chiropteran screech'' have no effect, though ''Chiropteran screech Mk2'' still disables their radios. As previously mentioned, vampires who try to suck the chaplain's blood take quite a lot of burn damage and lose blood, and while ''Enthrall'' still revives them, they won't become enslaved to the vampire. Beyond that, however, they can still be slowed down and knocked back with ''Call Frost Bats'' and can't see a vamp going invisible with ''Bat Form MkII''.
 
Also, splashing [[Chemistry#Holy Water|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 guaranteed to spawn in the Religious supplies locker in the [[Chapel|Chapel Office]], and on many maps, there's another bottle sitting on a desk in the same area. More can be [[Chemistry#Holy Water|mixed]] fairly easily or extracted from [[Guide to Botany#Available_Crops|garlic]].  


Another holy thing is the good [[Chaplain|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 [[Chemistry#Miscellanea|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 [[Guide to Botany#Available_Crops|garlic]]. Syringes or [[Medical Objects#Blood Bag|IV drips]] can also be re-purposed as a testing device, given the fact that drawing blood from a vampire is impossible. 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.
In addition, the [[Chaplain#The Bible|Holy Bible]] is a bane to vampires. Being beaten with the good book hurts for a fair 10 BURN, and while it's rather hard to force, vampires who try to pick up a bible have their hands burst into flames and will 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 [[Clothing#Space Suit|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.
The last weakness of SS13 vampires is sunlight or, more accurately, starlight. Vampires cannot safely venture out into [[Space]], even when [[Clothing#Space Suit|properly equipped]]. Though they are undead, they still cannot breathe in space, and, more importantly, the light of the stars burns 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 [[Medical Objects#Blindfold|blindfold]] and [[Medical Objects#Muzzle|muzzle]] as restraints will remove their ability to use some of their nastiest powers.
In the unlikely scenario that security has managed to capture a vampire alive, using a [[Medical Objects#Blindfold|blindfold]] and [[Medical Objects#Muzzle|muzzle]] as restraints will remove their ability to use some of their nastiest powers.


==Vampire Strategy==
==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. Also choose your targets carefully - glare (your bread-and-butter stun spell) is completely ineffective against [[Security Objects#Sunglasses|sunglasses]] and [[Engineering Objects#Welding Mask|welding masks]], which are often worn by security officers and other members of the crew.  
* You start with a job and all the access it comes with. [[Being A Better Traitor]] may have some useful tips for you.
* 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|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.
* If you haven't unlocked Chiropteran screech Mk2 yet, ''Hypnotize'' your victims after ''Glare''ing them. ''Glare'' knocks people down, but they can still speak and will start screaming for help once they realize what you are. ''Hypnotize'' renders them unconscious and thus unable to call for help.
* 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.
** However, because it takes a bit more time to fully drain a healthy human (about 33 seconds, not counting you getting ready to bite them) than the ''Glare'' & ''Hypnotize'' stun lasts (30 seconds both, but their knockdown effects stack up to only 30 seconds), the victim can still wake up during biting. This actually usually isn't a problem, since you have lots of escape tools (e.g. ''Bat Form'', ''Call Frost Bats'', ''Coffin Escape'', etc.) in case your victim or an interloper tries to fight back or call for aid.
* Keep your cloak of darkness off unless you need it, since it may tip off the AI and anyone with [[Security Objects#Optical Thermal Scanner|thermals]] as to what you are. The [[Detective|detective]] and [[Head of Security]] have access to a pair of those each, and so can see through your cloak. The detective's [[Security Objects#Detective's Revolver|.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.
** If you really want to keep them down, try a stun weapon, like a [[Security Objects#Taser|taser]], or, for reasons, listed below, putting them in grabhold.
* Again, you don't need to aggressively grab your victims to drain their blood, but it's usually good idea to anyways. If you knock them out and then grab them, they'll have a harder time escaping when the stun wears off, and if you start biting right away, they'll usually be in/near critical condition due to bloodloss when they wake up, making escape even more difficult.  
* 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!
* 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|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.
* Redistribute the coffins throughout the station, ideally to places only you have access to, so you have one nearby to heal up in wherever you go. Unless you're on the ''NSS'' [[Destiny]], the coffins are usually in an [[maintenance]] area or semi-public place near the [[Chapel]], allowing you to take them without touching holy ground.
* The AI and [[Cyborg|cyborgs]] regard you as [[Human|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.
* Enthralling the [[Captain]] or [[Head of Security|HoS]] can provide you with prisoners and access to guns without raising much suspicion, repaying the blood cost many times over. They also have [[AI Upload]] access, which is great because...
* You start with a job and all the access it comes with. [[Being A Better Traitor]] may have some useful tips for you.
* The AI and [[Cyborg]]s will mark you as [[Human|non-human]] if they see you draining a human or using your vamp powers and will try to ruin your day if given the opportunity. Access to its upload is therefore desirable.  
** It's fairly easy to do the job yourself if you have ''Bat Form'' unlocked. Simply enter Bat Form to fly through all the doors leading to the [[AI Upload]] and/or [[AI Module Storage]], grab the relevant [[AI Laws#AI modules|module]], exit Bat Form in some place safe, and configure your module. Then, enter Bat Form again and upload it onto the [[Computer#AI Upload Computer|upload computer]]. If you get shot by stun turrets, you can fall back on ''Cancel stuns''.
** If you're lazy/busy, send one of your thralls/zombies/ghouls to subvert the silicons, especially if one of them actually has [[AI Upload]] access.
* 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 Bat Form MkII's 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.
* Use Bat Form MkII's cloak of darkness only when you need it, since it may tip off the AI and anyone with [[Security Objects#Optical Thermal Scanner|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 [[Security Objects#Detective's Revolver|.38 revolver]], when loaded with lethal rounds, also does straight-up brute damage instead of a stun you can resist, and since you have to stand still to use the effect, you become a sitting duck.


==Supplementary Video==
==Supplementary Video==
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==Gallery==
[[Image:StonerVamp.png|432x576px]]
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[[Category: Jobs]]
[[Category: Jobs]]

Revision as of 04:09, 6 October 2019

Dracula.png

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

Blood and Abilities

Vampires tie in with the blood mechanics. Doctoring may contain useful information for you.

First and foremost, vampires thrive on drinking blood. While you go the entire round without drinking a single drop of blood, you won't unlock any of the more interesting and/or useful powers. You gain blood by:

  • Using the Bite victim ability, explained further below.
  • Using the Blood Steal ability, also explained below.
  • Flying over someone in Bat Form, again explained below.
  • Ingesting blood reagent, such by drinking it from a cup or taking a pill with blood in it. You'll only get a third of the amount of blood ingested, e.g. if a blood bag has 250 units of blood, you'll only gain about 83.3 units from it.

While you can ingest blood extracted from a monkey, you can only drain blood from humans or monkeys turned into humans, living or dead. It should also be noted that draining blood from the Chaplain through the first three methods is an extremely bad idea. The blood of a holy man will not only burn you quite badly, but also destroy some of the blood you already have! However, similar to monkey blood, extracting the Chaplain's blood (i.e. with a syringe or by stabbing them) has no ill effect aside from being inefficient.

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 their unlife, even if their blood level dips under the point they unlocked it at. If they die, they lose all their blood and need to unlock their abilities again. 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 cuffed? Description
0 VampireIconBite.png Bite victim N/A N/A Slowly drain a nearby human victim's blood, 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 or a mask, but unlike other servers, you don't have to be on Harm intent, have the victim in a grabhold, or be aiming at the head area.

You will earn 15 units of blood at a time if the victim is alive (30 when draining a fellow vampire), less if they are dead. You will continue to suck blood until you use your hands, move away from the target, or have drained all you can. A healthy victim can provide up to ~260 units of blood. If your bite victim drops to 0 blood, they instantly die--perfect for an Enthrall! 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.

0 VampireIconBloodSteal.png Blood Steal 30 seconds N/A Continually drain blood from a human target anywhere within your sight, at a somewhat lower rate than Bite victim (10 vs 15 units at time), even less if the victim's dead. You have to stand still, though your victim does not, and you can't be in a locker, Space Pod, or similar, but you can drain blood through walls or other obstacles between you and your bloodbag. Not particularly stealthy (though this applies to all blood gain abilities), because you make a chomping noise rather like someone eating lettuce, and blood jets flow from the victim to you, pointing in your direction.
0 VampireIconBloodTracking.png Blood tracking N/A N/A N/A N/A Toggles blood gain/loss messages on or off.
0 VampireIconCancelStuns.png Cancel stuns 1 second 0 Replenishes stamina and removes all Unconscious, Weakened, Knocked-Out, Disorient, Slowed, Stuttering, and Misstep debuffs, but deals 1 BRUTE damage for each second of debuff. People can tell you used this and did not simply recover naturally, because it plays a rather disturbing sound of bones crunching and produces a bold red message describing how unnatural it looks.
0 VampireIconGlare.png Glare 60 seconds 0 Instantly drains a good chunk of the target's stamina and knocks them down to the floor for about thirty seconds, though still able to speak. Works from two tiles away and is blocked by eye protection (sunglasses etc). People nearby can tell you're not using a flash, because they'll see a bold red message about your eyes producing a blinding light and hear a clink similar to something hitting a drinking glass. It's a bad idea to use it on the Chaplain, but a good idea to combine it with Hypnotize, and an even better one to combine it with another stun weapon, especially on Bite targets.
0 VampireIconHypnotize.png Hypnotise 5 minutes 0 Target is knocked down to the floor, unconscious and blinded for thirty seconds. This spell requires five seconds to take effect and isn't very stealthy, as an icon of a creepy eyelid appears over you as you use the ability, and there'll be a bold red message about you "glaring" at someone. Useless against the Chaplain.
30 VampireIconSummonBats.png Bat Form 0 0 If you toggle this on by clicking its icon, when you press and hold Shift, you become a lil' brown bat that's remarkably fast and hard to hit. As a bat, you drain a few units of blood every time you fly over someone, up to 5 if you hover over them for a while, much less if they're dead. You can also harmlessly squeeze through doors, even if they're welded, bolted, and/or powered down. Being in Bat Form consumes stamina, more so when moving than floating in place, and if you run out of stamina or get hit, you morph back into human form. You still retain your equipment in any case.
30 VampireIconEnthrall.png Enthrall 30 seconds 200 blood ✗? ✗? When used on a dead human, it turns them into a thrall, an loyal, undead mindslave named "zombie [name]"--more on those in a later section. Unless that dead human was the Chaplain, in which case you simply revive them. They won't be enslaved. They probably will be pissed depending on who/what killed them. Dummy.

When used someone who is already one of your thralls, it gives them blood, restoring their max health buff and some of their speed.

30 VampireIconSpeakToGhouls.png Speak to Ghouls 0.1 seconds 0 Telepathically speak to all your zombies/ghouls/thralls through GHOULSPEAK. Rival vampires and non-vamps cannot overhear these messages or eavesdrop, and being mute or gagged with a muzzle does not prevent you from using this.
300 N/A Vampiric vision N/A N/A N/A N/A You can spot people behind walls and through darkness and can see past cloaking devices.
300 VampireIconHideCoffin.png Hide Coffin 1 minute 0 blood Designates a tile of your choosing as where you'll float to when you use the Coffin Escape ability.
300 VampireIconMistForm.png Coffin Escape 1 minute 400 Blood You become an intangible, barely visible orb that slowly drifts to the tile you designated with Hide Coffin, whereupon you materialize into a unique, ominous looking vampire coffin VampireCoffin.png. If you haven't used Hide Coffin, your vamp coffin appears right where you're currently standing.

In any case, as with all coffins, being in the coffin heals all your injuries, regenerates all your limbs, and can revive you if you still somehow die, though your blood level and unlocked powers are still reset. Uniquely, no one can open or close it except you, though others can destroy with a good bit of brute force (it has 80 HP) and still pull it around (and launch it into space).

600 VampireIconCallFrostBats.png Call Frost Bats 1 minute 0 blood Summons 4 frost bats that constantly orbit you. These bats block most bullets and energy projectiles and chill and knock back anybody who tries to hit you in melee, drastically slowing them down and giving you some room to escape. You can also *flip (Hotkey: R) to launch them in whatever direction they were previously moving, causing the same effect, with the added bonus of going through walls. If you go into Bat Form, use Coffin Escape, and enter a pod/locker/other "container" type item, the bats simply go away, without being launched.
600 VampireIconChiropteranScreech.png Chiropteran screech 1 minute 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) and has no effect on the Chaplain.
900 VampireIconSummonBats.png Bat Form MkII 0 0 Now, if you stand still in a dark tile, you're completely invisible. AIs, Cyborgs, people with thermals, and other people who can still see you.
1400 VampireIconChiropteranScreech.png Chiropteran screech Mk2 1 minute 60 blood Same as previous version, but now it also disables almost all radio communication (minus machine talk) in a six tile radius for 30 seconds. The Chaplain is not immune to the radio jamming, but is still unaffected by the stun and confused moment.
1400 VampireIconDiseasedTouch.png Diseased touch 3 minutes 50 blood Infects someone with grave fever. Transmission mimics the Help intent shake. The Chaplain is immune to grave fever.
1800 N/A Full power N/A N/A N/A N/A Being in the Chapel no longer hurts you, though it still blocks your abilities.

Other Traits

While you can sleep in a bed like a mortal, it's much better to sleep in a coffin. Whenever you're in any coffin, whether it's the special one created by Coffin Escape or the regular ones in/near the Chapel, you regenerate your limbs and heal all damage extremely quickly. We're talking from critical condition to full health in under a minute, at most. If you somehow die/are dead, being in a coffin will even revive you! However, you still start your new unlife without any blood and will only have your starting powers (i.e. Bite, Blood Steal, Glare, Hypnotize, Cancel stuns & Blood tracking) until you drink enough blood for new ones.

Thanks to spooky undead shenanigans, you are immune to many of the ailments those human bloodbags suffer. You cannot be infected by Viruses or the pathogens created by Pathogen Research. You cannot enter shock, cardiac failure, or similar heart problems. Similarly, you cannot develop hypertension, hypotension, or clotting, and though you do spray blood when stabbed, you do not actually lose blood.

In addition, upgraded health scanners always indicate you have 500 units of blood, regardless of how much blood you've actually gained or currently have. If your Blood remaining is at 0, syringes or IV drips can't draw blood, or any reagents, from you. If it's above that, they will drain your Blood remaining stock.

On top of that, most blood-related chems have no effect on your undead circulatory system, or perhaps lack thereof. Filgrastim doesn't give you blood, heparin's overdose doesn't make you lose blood, and proconvertin doesn't reduce blood lost when draining a Chaplain or getting drained with a syringe or IV. Since you can't develop blood pressure or clotting problems, you also can't benefit from the latter two chems' other effects.

Thralls

Creation & Blood Mechanics

By using the Enthrall ability on a dead body, a vampire can revive the corpse as an loyal undead minion bound to their will and their will alone. They are variously called (vamp)thralls (based on the name of the ability and the name used in the end of round reports), ghouls (based on their exclusive GHOULSPEAK chat channel), and zombies (based on the zombie [name] that appears when these minions are moused over). Whatever you call them, they can commit as much grief as their master wants them to, in accordance to Rule 1, and are bound to the special mindslave rules.

Like their master, thralls/ghouls/zombies need blood. Unlike their master, their blood levels constantly deplete, and they have limited means of refilling it. They don't have abilities that let them gain blood by themselves, and drinking, injecting or otherwise ingesting blood reagent has no effect. The only way for them to regain blood is for a vampire to use Enthrall on them to transfer the vamp's own blood to their minion.

Traits

For one, these thralls/ghouls/zombies/whatevers have an extra 100 max stamina. Among many other things, this lets them dish out more melee & special attacks, sprint more often, especially during combat, and, most importantly, absorb more stamina damage, thus making them harder to knock out. On top of that, they get a lot more health when their blood levels are high. At the max blood levels, they have 400 HP--the strength of four spacemen/women!

Unfortunately, conversely, they also have a lot less health when blood levels are low. When they're completely out of blood, they have a measly 20 HP. They also become slower as they lose blood, and unlike their health, it's always below average. Even at the highest blood levels, they're still slightly slower than normal.

Furthermore, it's usually pretty obvious if someone is one of these undead humans. Their skin is undeathly grey, and if you were to see them unclothed, you'd noticed how thin and gaunt they are from their neverending thirst for blood, droplets of which occasionally spill out of them onto the floor. Their eyes are a lifeless yellow-white, and their mouth is wide agape with a rather ominous red smear. When a scream erupts from these walking corpses, it comes out as a deep groan. If you somehow still thought you dealing with a regular spaceperson, putting your cursor over them or examining them shows them as "zombie (name)". It's no surprise silicons don't consider them Human, and the Secbots, GuardBuddies, and sec scanners consider them threats to the station.

Thralls/ghouls/zombies do not take extra damage from being in Space. While the Chapel does not harm them, standing in the Chapel does prevent them from using their only ability, Speak. This ability lets them communicate through GHOULSPEAK, a special channel accessible only by their vampire master and their fellow undead minions.

These undead beings are otherwise affected by the same things living humans are. They're controlled by actual players, are fully affected by chemicals and stun weapons, and can die and suffer brute, burn, tox, brain etc. damage. Perhaps most notably, cloning them results in a regular human, albeit one with the name "zombie (name)", which naturally leads to some very awkward confrontations.

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. Merely being in the Chapel slowly burns 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. They deflect Glare right back at the vamp, and Hypnotize, Diseased touch and Chiropteran screech have no effect, though Chiropteran screech Mk2 still disables their radios. As previously mentioned, vampires who try to suck the chaplain's blood take quite a lot of burn damage and lose blood, and while Enthrall still revives them, they won't become enslaved to the vampire. Beyond that, however, they can still be slowed down and knocked back with Call Frost Bats and can't see a vamp going invisible with Bat Form MkII.

Also, 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 guaranteed to spawn in the Religious supplies locker in the Chapel Office, and on many maps, there's another bottle sitting on a desk in the same area. More can be mixed fairly easily or extracted from garlic.

In addition, the Holy Bible is a bane to vampires. Being beaten with the good book hurts for a fair 10 BURN, and while it's rather hard to force, vampires who try to pick up a bible have their hands burst into flames and will 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. Though they are undead, they still cannot breathe in space, and, more importantly, the light of the stars burns 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

  • You start with a job and all the access it comes with. Being A Better Traitor may have some useful tips for you.
  • If you haven't unlocked Chiropteran screech Mk2 yet, Hypnotize your victims after Glareing them. Glare knocks people down, but they can still speak and will start screaming for help once they realize what you are. Hypnotize renders them unconscious and thus unable to call for help.
    • However, because it takes a bit more time to fully drain a healthy human (about 33 seconds, not counting you getting ready to bite them) than the Glare & Hypnotize stun lasts (30 seconds both, but their knockdown effects stack up to only 30 seconds), the victim can still wake up during biting. This actually usually isn't a problem, since you have lots of escape tools (e.g. Bat Form, Call Frost Bats, Coffin Escape, etc.) in case your victim or an interloper tries to fight back or call for aid.
    • If you really want to keep them down, try a stun weapon, like a taser, or, for reasons, listed below, putting them in grabhold.
  • Again, you don't need to aggressively grab your victims to drain their blood, but it's usually good idea to anyways. If you knock them out and then grab them, they'll have a harder time escaping when the stun wears off, and if you start biting right away, they'll usually be in/near critical condition due to bloodloss when they wake up, making escape even more difficult.
  • 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!
  • Redistribute the coffins throughout the station, ideally to places only you have access to, so you have one nearby to heal up in wherever you go. Unless you're on the NSS Destiny, the coffins are usually in an maintenance area or semi-public place near the Chapel, allowing you to take them without touching holy ground.
  • Enthralling the Captain or HoS can provide you with prisoners and access to guns without raising much suspicion, repaying the blood cost many times over. They also have AI Upload access, which is great because...
  • The AI and Cyborgs will mark you as non-human if they see you draining a human or using your vamp powers and will try to ruin your day if given the opportunity. Access to its upload is therefore desirable.
    • It's fairly easy to do the job yourself if you have Bat Form unlocked. Simply enter Bat Form to fly through all the doors leading to the AI Upload and/or AI Module Storage, grab the relevant module, exit Bat Form in some place safe, and configure your module. Then, enter Bat Form again and upload it onto the upload computer. If you get shot by stun turrets, you can fall back on Cancel stuns.
    • If you're lazy/busy, send one of your thralls/zombies/ghouls to subvert the silicons, especially if one of them actually has AI Upload access.
  • 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 Bat Form MkII's 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.
  • Use Bat Form MkII's cloak of darkness only when 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, and since you have to stand still to use the effect, you become a sitting duck.

Supplementary Video

Gallery

StonerVamp.png

Jobs on Space Station 13
Command &
Security
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus