Difference between revisions of "Vampire"

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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!


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!
In addition to regular [[Traitor Objectives|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==
==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.
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.  


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!
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 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.


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.
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 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!
 
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|chapel]].


{|class="wikitable sortable"
{|class="wikitable sortable"
!Unlock!!Name!!Cooldown!!Blood Cost!!Description
!Unlock!!Name!!Cooldown!!Blood Cost!!Description
|-
|-
|0||'''Rejuvenate'''||20 Seconds||0||Removes stunning effects
|0||Rejuvenate||30 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||Glare||60 seconds||0||Briefly stuns the targeted victim and confuses the movement of others over a 3x3 area.
|-
|-
|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.
|0||Hypnotise||3 minutes||0||This spell requires a couple seconds to take effect, 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. At the moment, this ability is buggy and may not work for you.
|-
|-
|100||'''Vampiric Vision'''||N/A||N/A||Permanent thermal vision
|150||Diseased Touch||3 minutes||50 blood||Infects someone with [[Doctoring#Viruses|grave fever]]. Transmission mimics the ''Help'' intent shake, but doesn't bypass hats or masks.
|-
|-
|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.
|-
|-
|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||'''Rejuvenate+'''||20 Seconds||None||Heals in addition to removing stunning effects
|200||Summon Bats||2 minutes||100 blood||Summons [[Critter|three angry bats]] which will attack non-vampires.
|-
|-
|200||'''Summon Bats'''||2 Minutes||75 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.
|-
|-
|200||'''Chiropteran Screech'''||3 Minutes||None||Stuns all nearby humans, shatters nearby glass objects
|300||Mist Form||1 minute||0||Similar to [[Guide to Wizard#ABRA-KA-GADZOOKS!|phaseshift]]. Allows you to walk through walls, but only works when you aren't within visual range of somebody else.
|-
|-
|300||'''Mist Form'''||1 Minute||None||Identical to wizard's Phase Shift spell, turns you non-corporeal for a moment
|400||Enthrall||3 minutes||200 blood||Turns your victim into a loyal mindslave. Note that, unlike an [[Syndicate Items#Mindslave Implant|implanter]], this spell doesn't work instantly!
|-
|-
|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||The chapel no longer causes harm or blocks your abilities. Permanent [[Guide to Genetics#Mutations|x-ray vision]] is gained.
|-
|500||'''Full Power'''||N/A||N/A||Chapel no longer causes harm or blocks your abilities (currently bugged). Permanent X-Ray Vision
|}
|}


==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.<br>
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.<br>
 
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.


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.
Another holy thing is the good [[Chaplain|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 [[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]].


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.
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.


==Vampire Strategy==
==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.
* 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.
* 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.
* 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.
* 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]] has [[thermals]] which can see through your cloak and a [[Detective's Revolver|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.
* The [[Detective|detective]] and [[Head of Security]] have access to a pair of [[Security Objects#Optical Thermal Scanner|thermals]] each, and so can see through your cloak. The detective's [[Detective#.38_Revolver|.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.
* 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!
* 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.  
* 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.
* The [[AI]] and Cyborgs regard you as non-human and will try to ruin your day.
* The AI and [[Cyborg|cyborgs]] regard you as [[Human|non-human]] and will try to ruin your day if given the opportunity.
* Try to accumulate an extra 50 blood more than your goal so you can get one last shapeshift in before boarding the shuttle.
* You start with a job and all the access it comes with. [[Being A Better Traitor]] may have some useful tips for you.
* You start with a job and all the access it comes with. [[Being A Better Traitor]] may have some useful tips for you.



Revision as of 09:37, 10 June 2014

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 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 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 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, but doesn't bypass hats or masks.
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. 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

{{#widget:YouTube|id=mCUW4SwmfGc}}

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