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!


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 acquired in total, ignoring how much it has spend on spells throughout the entire round.
Vhat is a vampire? A '''Vampire''' is an undead creature that gains powers by drinking people's blood. Built for escape and evasion, these creatures of the night are hard to pin down and can enlist loyal undead minions to do their bidding. However, vampires are poor in combat, horribly lacking in stealth, and quite vulnerable to holy things such as [[Chaplain#The Bible|Bibles]], the [[Chapel]] and [[Chemicals#Holy Water|holy water]].


==Vampire Abilities==
==Vampire Abilities==
===Blood and Abilities===
===Vampires And Blood===
:<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. 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:   
First and foremost, vampires gain power by drinking blood. While you can go the entire round without drinking a single drop of blood, you won't unlock any of the more interesting and/or useful abilities. You gain blood by:   
 
*Using the ''[[#Bite Victim|Bite Victim ability]]'', explained further below.
*Using the ''[[#Blood Steal|Blood Steal ability]]'', also explained below.
*Flying over someone in [[#Bat Form|Bat Form]], again explained below.
*Ingesting [[Chemicals#Blood|blood reagent]], such by drinking it from a cup or hooking yourself up to a [[Medical Objects#Blood Bag|blood bag]]. 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. In addition, you cannot absorb blood via pills, because it's too congealed for you ("EUGH! This blood is totally congealed and worthless.")
 
The first three methods only work on humans and [[monkey]]s controlled by players, though you can drain both living and dead ones. You cannot use them on NPCs, e.g. NPC monkeys (including ones turned into humans), the NPCs in the Space Diner/Sea Diner. You can still ingest blood ''extracted'' from these beings.


*Using the ''Bite victim'' ability, explained further below.
Draining blood from the [[Chaplain]] through the first three methods is an especially bad idea. The blood of a holy one 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.
*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.


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.
Drinking blood does not carry reagents of the person you're drinking over. If your victim had a lot of poison in them, for example, none of it will go into you, and if someone happened to have drank a whole lot of holy water before getting drank by you, you won't ingest a single drop of holy water.


===Powers===
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]].
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!!Icon!!Name!!data-sort-type=number|Cooldown!!Blood Cost!!While stunned?!!While [[Security Objects#Handcuffs|cuffed]]?!! class="unsortable" | Description
!<abbr title="Blood to unlock">Unl.</abbr>!!Icon!!Name!!data-sort-type=number|<abbr title="Cooldown">Cooldn.</abbr>!!data-sort-type=number|Blood Cost!!While stunned / [[Security Objects#Handcuffs|cuffed]]?!! class="unsortable" | Description
|-
|- id="Bite Victim"
|0||[[Image:VampireIconBite.png]]||Bite victim||{{n/a}}||{{n/a}}||{{No}}||{{No}}||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 <font color=red>'''Harm'''</font> intent, have the victim in a grabhold, or be aiming at the head area.
|0||[[Image:VampireIconBite.png]]||Bite Victim||{{n/a}}||{{n/a}}||{{No}}||Slowly drain blood from a nearby player (human, monkey, [[Guide to Genetics#Ossification|skeleton]], etc.). You don't have to be on {{Harm}} intent, grab the victim, or aim at the head area, but certain masks and hats block it. Basically, if it would logically prevent you from touching their neck, like a space helmet, it blocks biting.  


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.
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, even less so the more damaged they are. A healthy victim can provide up to ~260 units of blood. You will continue to suck blood until you use your hands, move away from the target, or have drained all you can. If your bite victim drops to 0 blood, they instantly die--perfect time to use ''[[#Enthrall|Enthrall]]''! Every "bite" of blood you drink while draining someone also heals you for 3 {{BRUTE}}, 3 {{BURN}}, 1 {{OXY}}, and 1 {{TOX}}. <br><br> This ability is pretty stealthy, provided your victim shuts up. You spill a little blood on the floor while draining them and a progress bar hovers above you during the process, but thankfully only you and your victim can see it. You also play a sound similar to drinking from a cup, but it is very quiet. This is the stealthier version of the two blood gain abilities.
|-
|- id="Blood Steal"
|0||[[Image:VampireIconBloodSteal.png]]||Blood Steal||45 seconds (starts upon interrupt, not activation)||{{n/a}}||{{Yes}}||{{Yes}}||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 and so does your victim, 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.  
|0||[[Image:VampireIconBloodSteal.png]]||Blood Steal||45 seconds (from end, not start)||{{n/a}}||{{Yes}}||Continually drain blood from a player (human, monkey, [[Guide to Genetics#Saurian Genetics|saurian]], etc.) target anywhere within your sight, at a somewhat lower rate than ''[[#Bite Victim|Bite Victim]]'' (10 vs 15 units at time), even less if the victim's dead. You have to stand still and your victim has to remain in your sight, 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, the victim gets a message along the lines of "Some blood is forced right out of your body!", and blood jets flow from the victim to you, pointing in your direction.
Not particularly stealthy, because you make a chomping noise rather like someone eating lettuce, the victim gets a message along the lines of "Some blood is forced right out of your body!", and blood jets flow from the victim to you, pointing in your direction. The orbs float around you for a few seconds before you actually consume them, practically screaming to everyone near you that you are a vampire. Thankfully, going inside a locker or crate makes you consume all the orbs instantly.
|-
|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||{{Yes}}||{{Yes}}||Replenishes stamina and removes all stun debuffs (specifically: Unconscious, Weakened, Knocked-Out, Disorient, Slowed, Stuttering, and Misstep), 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||{{Yes}}||{{Yes}}||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||[[Image:VampireIconHypnotize.png]]||Hypnotise||data-sort-value="300"|5 minutes||0||{{No}}||{{Yes}}||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||[[Image:VampireIconSummonBats.png]]||Bat Form||0||0||{{Yes}}||{{Yes}}||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, sometimes opening them in the process if possible. 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||100 blood||{{No}}?||{{No}}?||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.
|- id="Toggle blood tracking"
|-
|0||[[Image:VampireIconBloodTracking.png]]||Toggle blood tracking||{{n/a}}||{{n/a}}||{{n/a}}||Toggles blood gain/loss messages on or off.
|30||[[Image:VampireIconSpeakToGhouls.png]]||Speak to Ghouls||0.1 seconds||0||{{Yes}}||{{Yes}}||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.
|- id="Cancel stuns"
|-
|0||[[Image:VampireIconCancelStuns.png]]||Cancel stuns||4 seconds||0 blood||{{Yes}}||Removes all stun debuffs (specifically: Unconscious, Knocked-Down, Knocked-Out, Disorient, Slowed, Stuttering, Misstep, and Drowsy) and, if you're stunned and below 40 Stamina, restores you back to 40 Stamina.  
|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]].
|-
|300||[[Image:VampireIconHideCoffin.png]]||Hide Coffin||60 seconds||0 blood||{{Yes}}||{{Yes}}|| Designates a tile of your choosing as where you'll float to when you use the ''Coffin Escape'' ability.
|-
|300||[[Image:VampireIconMistForm.png]]||Coffin Escape||60 seconds||400 Blood||{{Yes}}||{{Yes}}|| 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).
However, it deals 1 {{BRUTE}} damage for each second of debuff, though due to the way it is coded, the highest second count of stun debuff is subtracted from your brute instead of all the seconds of stun debuff combined (meaning you cannot take more than thirty {{BRUTE}} damage). In the calculation for the highest second count of stun debuff, slowed is divided by four and disorient is divided by two. If you have less than three seconds of stun, the game would flat out deal three {{BRUTE}} damage to you.  
|-
|600||[[Image:VampireIconCallFrostBats.png]]||Call Frost Bats||60 seconds||0 blood||{{No}}||{{Yes}}||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||[[Image:VampireIconChiropteranScreech.png]]||Chiropteran screech||60 seconds||60 blood||{{Yes}}||{{Yes}}||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]].
|-
|900||[[Image:VampireIconSummonBats.png]]||Bat Form MkII||0||0||{{Yes}}||{{Yes}}||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.
|-
|1400||[[Image:VampireIconChiropteranScreech.png]]||Chiropteran screech Mk2||60 seconds||60 blood||{{Yes}}||{{Yes}}||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||[[Image:VampireIconDiseasedTouch.png]]||Diseased touch||180 seconds||50 blood||{{No}}||{{No}}||Infects someone with [[Doctoring#Viruses|grave fever]]. Transmission mimics the <font color=green>'''Help'''</font> 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===
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.
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'', the regular ones in/near the [[Chapel]], or the renamed one used for the [[Quartermaster#Morgue Supplies|Morgue Supplies crate]], 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.  
|- id="Glare"
|0||[[Image:VampireIconGlare.png]]||Glare||60 seconds||0 blood||{{Yes}}||Instantly drains a good chunk of the target's stamina and knocks them down to the floor for about thirty seconds, though they can still speak. Works from two tiles away. 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 flash" and hear a clink similar to something hitting a drinking glass.<br><Br>If you can't see for whatever reason (e.g. someone cut out your eyes), you can't use this. The effect is reduced if the victim is wearing eye protection ([[Clothing#Sunglasses|sunglasses]], etc) It's also bad idea to use it on the [[Chaplain]]; you'll wind up flashing yourself. It is, however, good idea to combine it with ''Hypnotize'', and an even better one to combine it with another stun weapon, especially on ''Bite'' targets.
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.
|- id="Hypnotize"
|0||[[Image:VampireIconHypnotize.png]]||Hypnotize||data-sort-value="300"|5 minutes||0 blood||Cuffed: Yes


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.
Stunned: No
||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 it outputs a bold red message in the chat along the lines of "[name] stares into [victim]". <br><br>Does nothing against the [[Chaplain]]. This is also, logically, doesn't work if you or your victim is blind for any reason (e.g. a [[Medical Objects#Blindfold|blindfold]]). If you try this while you're blind, people nearby get a message in the chat about how "There's something odd about [your name]'s eyes"
|- id="Bat Form"
|30||[[Image:VampireIconSummonBats.png]]||Bat Form||{{N/a}}||{{N/a}}||Cuffed: No <br>Stunned: Yes|| If you toggle this on by clicking its icon, when you press and hold {{key|SHIFT}}, you become a lil' brown bat that's remarkably fast and hard to hit. You need to have at least 5 stamina to enter Bat Form, and you can't enter Bat Form while restrained, dead, or otherwise unable to sprint (e.g. you have [[Traits#Slow Strider|Slow Strider]]).  


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.
As a bat, you drain a few units of blood every time you fly over a player (whether human, monkey, [[Guide to Genetics#Blattodean Genetics|roachperson]], etc.), up to 5 if you hover over them for a while, much less if they're dead. You can also harmlessly squeeze through doors and firelocks, even if they're welded, bolted, and/or powered down, sometimes opening them in the process if possible. 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.
|- id="Enthrall"
|30||[[Image:VampireIconEnthrall.png]]||Enthrall||30 seconds||Making thralls: Varies<br><br>Giving thralls blood: 200 blood||{{No}}||When used on a dead human, it fully heals them and turns them into a thrall, an loyal, undead minion -- more on those in a [[#Thralls|later section]]. The blood costs for this varies. Enthralling your first corpse costs 200 blood, and the cost goes up by 100 for each thrall you have, e.g. if you have two thralls, making a third will cost 400 blood. If a thrall dies, it lowers the blood costs.


==Thralls==
When used on a dead human who was the [[Chaplain]], you simply heal and revive them. They won't be a thrall. They probably will be pissed depending on who/what killed them. For your part, you will receive 30 damage, get knocked down for 5 seconds, and actually scream from realizing your mistake. Dummy.  
===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. Taking [[Chemistry#Filgrastim|filgrastim]] doesn't add blood either. 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.  
When used someone who is already one of your thralls, it gives them 200 blood, restoring their max health buff and some of their speed. This always costs 200 blood points, even when the cost of making thralls rises.
|- id="Speak to Thralls"
|30||[[Image:VampireIconSpeakToGhouls.png]]||Speak to Thralls||0.1 seconds||0 blood||{{Yes}}||Telepathically speak to all your thralls through THRALLSPEAK. 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.  
|- id="Vampiric vision"
|300||{{n/a}}||Vampiric Vision||{{n/a}}||{{n/a}}||{{n/a}}||You have a new passive ability: you can now spot people behind walls and through darkness and can see past [[Syndicate Items#Cloaking Device|cloaking devices]].
|- id="Hide Coffin"
|300||[[Image:VampireIconHideCoffin.png]]||Hide Coffin||60 seconds||0 blood||{{Yes}}|| Designates a tile of your choosing as where you'll float to when you use the ''[[#Coffin Escape|Coffin Escape ability]]''.
|- id="Coffin Escape"
|300||[[Image:VampireIconMistForm.png]]||Coffin Escape||60 seconds||400 blood||{{Yes}}|| You become an intangible, barely visible orb that slowly drifts to the tile you designated with ''[[#Hide Coffin|Hide Coffin]]'', whereupon you materialize into a unique, ominous looking vampire coffin [[Image:VampireCoffin.png]]. If you haven't used ''[[#Hide Coffin|Hide Coffin]]'', your vamp coffin appears right where you're currently standing.  


Using an upgraded [[Medical Objects#Health Analyzer|health analyzer]] on a ghoul will show them as having 500 units of blood, regardless of how much blood they really have.
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).
|- id="Call Frost Bats"
|600||[[Image:VampireIconCallFrostBats.png]]||Call Frost Bats||60 seconds||0 blood||Cuffed: Yes


===Traits===
Stunned: No
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!
||Summons 4 frost bats that constantly orbit you. These bats block most bullets and energy projectiles, and if somebody who isn't the [[Chaplain]] tries hit you in melee, they'll be chilled and knocked back, drastically slowing them down and giving you some room to escape. You can also *flip (Hotkey: {{key|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|Bat Form]], use ''[[#Coffin Escape|Coffin Escape]]'', and enter a pod/locker/other "container" type item, the bats simply go away, without being launched.
|- id="Chiropteran Screech"
|600||[[Image:VampireIconChiropteranScreech.png]]||Chiropteran Screech||60 seconds||60 blood||{{Yes}}||Crowd control spell which confuses the movement of all nearby humans and has a 50% chance to also make them drop whatever they were holding. It also shatters nearby windows and light fixtures. Blocked by ear protection ([[Clothing#Earmuffs|earmuffs]] etc) and has no effect on the [[Chaplain]].
|- id="Bat Form Mk2"
|900||[[Image:VampireIconSummonBats.png]]||Bat Form Mk2||{{N/a}}||{{N/a}}||{{Yes}}||Now, if you stand still in a dark tile while using [[#Bat Form|Bat Form]], you're completely invisible; you'll know because your sprite will disappear on your end too. Generally, you can hide in areas where the lights are off/broken. [[AI]]s, [[Cyborg]]s, people with [[Security Objects#Optical Thermal Scanners|thermals]], and people with [[Guide to Genetics#X-Ray Vision|X-Ray Vision]] can still see you; in fact, you'll show up as a partially invisible bat.
|- id="Diseased Touch"
|900||[[Image:VampireIconDiseasedTouch.png]]||Diseased Touch||60 seconds||30 blood||{{No}}||Infects someone with [[Virus#Grave Fever|grave fever]], a disease that causes worsening {{TOX}} and stuns. Transmission mimics the {{Help}} intent shake. The [[Chaplain]] is immune to grave fever.
|- id="Chiropteran Screech Mk2"
|1400||[[Image:VampireIconChiropteranScreech.png]]||Chiropteran Screech Mk2||60 seconds||60 blood||{{Yes}}||Same as [[#Chiropteran Screech|the 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 movement.
|- id="Full power"
|1800||{{n/a}}||Full power||{{n/a}}||{{n/a}}||{{n/a}}|| Being in the [[Chapel]] no longer hurts you, though it still blocks your abilities. This is a passive ability rather than an active one.
|}


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.  
===Coffins And You===
Ever noticed how vampires in movies sometimes sit inside coffins? It's the same here. Whenever you're in any coffin, whether it's the special one created by ''[[#Coffin Escape|Coffin Escape]]'', the regular ones in/near the [[Chapel]], or the renamed one used for the [[Quartermaster#Morgue Supplies|Morgue Supplies crate]], 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. It heals [[Doctoring#Organ Damage & Ailments|organ damage]] too and removes a small portion of all [[chemicals]] in your system, so while it might get rid of your combat drugs, it can also remove any poisons in you.


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.
That's not all. 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 Victim|Bite Victim]]'', ''[[#Blood Steal|Blood Steal]]'', ''[[#Glare|Glare]]'', ''[[#Hypnotize|Hypnotize]]'', ''[[#Cancel stuns|Cancel stuns]]'' & ''[[#Toggle blood tracking|Toggle blood tracking]]'') until you drink enough blood for new ones.


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.
===Other Traits===
Thanks to spooky undead shenanigans, you are immune to many of the ailments those human bloodbags suffer. You cannot be infected by [[Virus]]es. 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.


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.
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.
==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. 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.
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.
===The Chapel===
Vampires are unholy beings and as such are weak to holy things. Merely being in the [[Chapel]] prevents vampires from using their abilities. In addition, unless they have reached full power, the sanctuary's holy ground causes vampires to suffer 5 {{BURN}} and lose 5 blood every few seconds. Therefore, if you're being harassed by a vampire, 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''.  
===The Chaplain===
Another holy thing is the good [[Chaplain]]. The chaplain is immune to most of the vampire's methods of disabling prey. They deflect ''[[#Glare|Glare]]'' right back at the vamp, and ''[[#Hypnotize|Hypnotize]]'', ''[[#Diseased Touch|Diseased Touch]]'', ''[[#Call Frost Bats|Call Frost Bats]]'', and ''[[#Chiropteran Screech|Chiropteran Screech]]'' have no effect, though ''[[#Chiropteran Screech Mk2|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|Enthrall]]'' still revives them, they won't become enslaved to the vampire. Beyond that, however, they can't see a vamp going invisible with ''[[#Bat Form Mk2|Bat Form Mk2]]''.  


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]].  
===Holy Water===
Also, splashing [[Chemicals#Holy Water|holy water]] onto a vampire horribly burns them and destroys their blood reserves, with effects scaling to amount applied (up to a limit). Same happens if they try to ingest some, though this doesn't apply when they drain blood, so you can't drink a lot of holy water and bait the vampire into sucking you like in those movies. It does nothing to non-vampires, so this is a good way of sorting out bloodsuckers from normal crew. One bottle of holy water is guaranteed to spawn in the [[Chaplain#Deus Ex Machina|Deus Ex Machina vendor]] in the [[Chapel|Chapel Office]], and on many maps, there's another bottle sitting on a desk in the same area. More can be [[Chemicals#Holy Water|mixed]] fairly easily or extracted from [[Guide to Botany#Garlic|garlic]].


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 Bible===
In addition, the [[Chaplain#The Bible|Holy Bible]] is a bane to vampires. Being beaten with the good book hurts causes at least 5 {{BURN}}, and the more [[Chaplain#Faith Mechanics|Faith]] there is, the more damage it causes. The precise amount is explained [[Chaplain#Hurting|here]]. 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]]. 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.
===Starlight===
Another 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, for every few seconds they stay in there, the light of the stars burns them for 2.5 {{BURN}} (on top of the normal {{BURN}} if applicable) and deprives of 2.5 units of blood. 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 same principles also apply to the [[Seafloor]] of ocean-based maps like [[Oshan]].


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.
===Tanning Beds===
[[General Objects#Tanning Bed|Tanning beds]] are basically vampire fryers, since vampires are weak to UV radiation/starlight, and tanning beds do nothing but blast people with UV light. Every few seconds a vampire is in an active tanning bed, they take a whopping 15 {{BURN}} (worse than standing in the [[Chapel]]!), with suitably gruesome noises all the while. If they die in the bed or were already dead when they were put into it, their corpse turns into a pile of ashes, leaving behind whatever stuff they had on them and causing the machine to splutter and stop, with the game describing the smell as "like a graveyard caught fire". This makes tanning beds a silly yet effective way to destroy vampire corpses and prevent people from reviving them.


==Vampire Strategy==
==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.
* 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 ''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.
* If you haven't unlocked ''[[#Chiropteran Screech Mk2|Chiropteran Screech Mk2]]'' yet, use ''[[#Hypnotize|Hypnotize]]'' on your victims after using ''[[#Glare|Glare]]''. ''[[#Glare|Glare]]'' knocks people down, but they can still speak and will start screaming for help once they realize what you are. ''[[#Hypnotize|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.   
** 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|Glare]]'' & ''[[#Hypnotize|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|Bat Form]]'', ''[[#Call Frost Bats|Call Frost Bats]]'', ''[[#Coffin Escape|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 [[Security Objects#Taser|taser]], or, for reasons, listed below, putting them in grabhold.
** 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. You can also pin them before beginning your feast, which will give them almost no chance of escape, just make sure to take off their headset.
* 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.  
* 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!
* 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.
** Be aware they '''will''' rat you out to security, so this is not advised while you have a stealth advantage.
* 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...
* 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]] or--> [[Donut 3]], where the coffins are inside the chapel, they are usually in an [[maintenance]] area or semi-public place near the [[Chapel]], allowing you to take them without touching holy ground.
**If possible, take the coffins to places you have access to, but security does not. This can buy you a lot of time to heal.
* [[#Enthrall|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...
* 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.  
* 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''.  
** It can be easy to do the job yourself if you have the ''[[#Bat Form|Bat Form]]'' ability 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 insert it into the law rack. If you get shot by stun turrets, you can fall back on ''[[#Cancel stuns|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.
** If you're lazy/busy, send one of your thralls 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.
* 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 the cloak of darkness effect from ''[[#Bat Form Mk2|Bat Form Mk2]]'' 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.
* Use the cloak of darkness from ''[[#Bat Form Mk2|Bat Form Mk2]]'' 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 Special 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.
* If you're using [[#Blood Steal|Blood Steal]], soak up as much blood as you can and then hide in a locker. This will consume every orb floating around you, allowing you to leave the crime scene without any suspicion.
 
===Playing it Pacifist===
Somehow, you can play Vampire (mostly) pacifist! Thanks to the existence of [[Medical Objects#Blood Bag|blood bags]], found in [[Medbay|Medbay's]] blood supply fridge, you are able to obtain blood units without having to drain a fidgety human! Slice the bag open with a [[Medical Objects#Scalpel|scalpel]], transfer to a [[Medical Objects#Reserve Tank|beaker]], then transfer the beaker to a [[Foods and Drinks#Drinking Glass|glass]] (or [[Foods and Drinks#Pitcher|pitcher]] for chugging!) and drink up! Playing this way may be slower (and involve a lot of chugging in [[Maintenance|dark alleyways]]), but it's better than being caught drinking some unlucky [[Staff Assistant]]'s blood like a Capri-Sun and getting thrown out an airlock.
 
If you plan to play it pacifist by turning some [[monkey]]s into humans through the [[Guide to Genetics#Body|GeneTek's body type modification feature]] and draining them, you'll be in for a nasty surprise: since those are considered NPCs, not players, you won't be able to use ''[[#Bite Victim|Bite Victim]]'', ''[[#Blood Steal|Blood Steal]]'', or ''[[#Bat Form|Bat Form]]'' to drain them. You can still extract their blood via [[Medical Objects#Blood Bag|IV bag]], [[Medical Objects#Syringe|syringe]], etc., and drink their hemoglobin that way, but it's pretty slow.
 
The above also applies to the NPCs on the Space Diner/Sea Diner, so it might be better to just leave Shitty Bill and co. alone, particularly since Father Grife's blood will destroy your blood reserves, as with a player [[Chaplain]].
 
==Thralls==
[[File:VampThrallV3-64x64.png|128px]]
 
By using the ''[[#Enthrall|Enthrall ability]]'' on a dead body, a vampire can revive the corpse as a '''Thrall''', a loyal undead minion bound to their will and their will alone. Thralls are slow and do not have much in the way of supernatural powers, but the amount of stamina they have is unholy, and if they feast on enough blood and stick by their maker, they can take quite a beating.
 
They are variously called vampthralls (that "vamp" part is short for vampire), ghouls (because the THRALLSPEAK chat channel used to be named GHOULSPEAK), and zombies (because the game used to say "zombie [name]" when mousing over them).
 
Whatever you call them, it is very easy to recognize a thrall. Their skin is undeathly grey, their eyes are pitch black, and their mouth is stuck agape. They speak in gurgles, their words seeming to trail off... When a scream erupts from these walking corpses, it comes out as a deep groan.
 
===The Craving: Thralls & Blood===
 
Like their master, thralls need blood. Unlike their master, their blood levels are constantly depleting. Thralls lose 0.25 units of blood every few seconds; on the RP servers this is halved to just 0.125 units. If they stray too far and are more than 20 tiles away from their master, they also start losing blood, with the amount lost scaling with distance. They can only regain blood by:
*Having a vampire to use ''[[#Enthrall|Enthrall]]'' on them to transfer the vamp's own blood to them. This grants 200 blood for the thrall. 
*Using their ''[[#Bite Victim|Bite Victim ability]]'' to drain someone's blood. It works similarly to the vampire's ''[[#Bite Victim|Bite Victim]]'', but with two differences: 1) it does not heal and 2) dead bodies can provide as much blood as live ones, but if they [[Decomposition#The Decomposition Process|have a bit of rot]] in them, you get less blood.
*Drinking, injecting or otherwise ingesting [[Chemicals#Blood|blood reagent]]. Only a quarter of the amount of blood ingested is actually gained.
Taking [[Chemicals#Filgrastim|filgrastim]] doesn't add blood.
 
Using an upgraded [[Medical Objects#Health Analyzer|health analyzer]] on a thrall will show them as having 500 units of blood, regardless of how much blood they really have.
 
Blood is especially important for thralls because it determines their maximum health. The ratio of blood to health is 1.5:1, i.e. max health is three-quarters of total blood. It goes both ways: at high blood levels, they have more health than regular spacehumans (e.g. 800 blood means 600 HP), but conversely, at low blood levels, they have a lot less (e.g. 80 blood means 60 HP.) Luckily, they always have a minimum of 40 HP, so at 0 blood, they can still weather a few hits instead of going down like wet tissue paper.
 
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.
 
===(Un)Life as a Thrall===
Besides the aforementioned weaker version of the ''[[#Bite Victim|Bite Victim ability]]'', thralls also get ''Speak''. This ability lets them communicate through THRALLSPEAK, a special channel accessible only by their vampire master and their fellow undead minions. 
 
What's it like being an resurrected corpse? For one, rigor mortis has yet to set in, so their arms still work as normal. It also has a few perks:
*+100 max Stamina. They can dish out melee & special attacks, sprint more often, especially during combat, and, most importantly, absorb more stamina damage, thus making them harder to knock out.
*As [[#The Craving: Thralls & Blood|mentioned above]], much higher HP than normal if they gorge themselves on that hemoglobin.
 
But it also has a couple of drawbacks and even a few new weaknesses:
*[[Chaplain#The Bible|Bibles]] burn thralls. A righteous smite with a bible by a [[chaplain]] inflicts 5 {{BURN}}, and the more [[Chaplain#Faith Mechanics|Faith]] the Chaplain(s) have, [[Chaplain#Hurting|the more damage they deal]].
*While [[Chemicals#Holy Water|holy water]] doesn't hurt thralls, the [[Chapel]] ''does''. Standing on the Chapel's sacred ground not only prevents them from using their abilities, but it also causes them to take 5 {{BURN}} and lose 5 blood every few seconds.
*Likewise with [[Space]] and [[Seafloor]], though to a lesser extent: being exposed to the starlight in those areas causes 2.5 {{BURN}} and the loss of 2.5 blood every few second, but they can still use their abilities.
*Thralls are [[Human|not considered human under silicon laws.]]
*The [[Contraband#Beepsky and The Securitrons|Secbots]], [[Contraband#The GuardBuddies|GuardBuddies]], and [[Contraband#The Security Scanners|sec scanners]] consider them threats to the station .
*Otherwise affected by the same things living humans are. They can still die (again?), are hurt and healed by [[chemicals]], affected by various stun weapons, suffer {{BRUTE}}, {{TOX}}, [[Doctoring#Brain|brain damage]], [[Doctoring#Organ Damage & Ailments|organ damage]], etc.
 
While it is quite unlikely, thralls are immune to [[Syndicate Items#Mindhack Implant|mindhack implants]] (including its [[Syndicate Items#Deluxe Mindhack Implant|deluxe version]]).  The [[Syndicate Items#Mindhack Cloning Module|mindhack cloning module]] still works, though it's more due to losing their thrall status when dying (an necessary condition for cloning) than anything.
 
===Rules Surrounding Thralls===
Vampire thralls are considered [[Antagonist]]s. That means they can commit as much [[Grief]] as their master wants them to, in accordance to Rule 1. However, that also means killing them or attacking them simply for being an antagonist is also allowed, though on the roleplay servers, [[RP Rules]] restrict this behavior.
 
Thralls fall under the [[Mindhack Rules]]. Unlike [[AI Laws]], there isn't any room for technicalities, pedanticness, or loopholes, and you're supposed to follow the spirit of the law, not the letter.
*You should not reveal the identity of your vampire master. You can mention it in mentorhelps and adminhelp conversations when it's relevant (e.g. "Carmilla my vampire master has died, what do I do now?"), but otherwise, this rule is pretty airtight. Radio, PDAs, emotes, writing, labelers, whatever the medium, you shouldn't use it to expose who the vampire who thralled you is unless they're fine with being revealed.
*You should not kill or harm the vampire you are loyal to. You don't have to physically touch them to rule afoul of this rule. If you throw them in a room with a deadly trap or order someone to kill them, you'd still be violating it. Because of this rule, you should also be careful with detonating bombs and such when your vampire is nearby.
*You are bound to the vampire's will and should follow their every order. The exception is if said order would violate the rules, e.g. they ask you to do something that's creepy/gross. Since you're an [[Antagonist]] though, orders to do [[Grief]] are fine.
**If your vampire dies, you should continue carrying out whatever orders they gave before dying. It'd be in your interests to try to revive them.
**If they've been dead for a long time, and there's no way to revive them, it's usually considered alright to just do your own thing. Putting a vampire in a [[General Objects#Coffin|coffin]] brings them back to life, so this usually comes to play if they got gibbed by an explosion or died some other death that left no remains.
 
Basically, as the popup says, you shouldn't try to work against the interests of the vampire who made you a thrall.
 
Once you are no longer a vampire thrall, e.g. you died and got [[Medical Doctor#The Cloner|cloned]] or became a [[Cyborg]], these rules do not apply.
 
==A Fortune at the Blood Bank: Vampire Objectives==
You always get two objectives: one is a vampire-specific objective to collect a certain amount of blood (detailed below) and one is the standard [[antagonist]] objective to escape on the shuttle alive. On Classic, there's a 50-50 chance you'll get a unique "hijack" objective (also detailed below) in place of the standard escape objective (i.e. you won't get the hijack objective on Roleplay.) As with most objectives, they are purely optional and more suggestions on what to do. You won't get banned from the Vampire role or whatever if you disregard them, and there is no in-game punishment for not fulfilling them, though one of them does have a reward for completing it for the first time.
 
;Accumulate at least [number] units of blood in total.
 
This counts how much blood you've collected so far, not how much you actually have available, so you can use your blood-powers as much as you'd like without having to worry about failing this objective. Also, it doesn't matter how you get the blood; you can fulfill this by using both ''[[#Bite Victim|Bite Victim]]'' and ''[[#Bat Form|Bat Form]]'', solely drinking blood from a wineglass, whatever [[#Vampires And Blood|methods above]] suit your needs. You do have to actually consume it though, so it won't work if you try to be a smart-aleck and carry a bunch of [[Medical Objects#Blood Bag|(medical) blood bags]].
 
The precise number of units you need to collect depends, not on server population, but on the type of server. If you're on the Classic servers, it's a multiple of ten between 600 and 1000. If you're on the Roleplay servers, it's multiple of ten between 400 to 800.
 
When you complete this objective for the first time, you get the [[Medals#Dracula Jr.|Dracula Jr. medal]]. It lets you turn an [[Clothing#Absurdly Stylish Cape|"absurdly stylish cape"]] into a [[Clothing#Strange Vampire Outfit|"strange vampire outfit"]], which is a reference to one of Dio Brando's outfits from ''JoJo's Bizarre Adventure: Phantom Blood''. Dio is a vampire, just like you, and depending on how you play, you might have killed just as many people as he did, to the point where trying to remember exactly how many would be like asking how many baked goods you've eaten, just like him.
 
;Hijack the emergency shuttle by ensuring all other living creatures on board are your thralls by the time it reaches Centcom.
No, you don't stick up the pilots and make them fly the shuttle to Space Transylvania or anything. Rather, when the shuttle arrives at Centcom, you and your [[#Thralls|thralls]] must be the only people on there who are alive (or undead as the case may be). [[Ghostdrone]]s and [[Ghost Critter]]s are people who have already been killed, so they don't count as "living creatures" for this objective; you can leave them alone (or kill them anyway, if it suits your whims.) It's okay if there are still living people on the station/ship when the shuttle leaves, but if any of them are on the shuttle, you need to...deal with them before it reaches its final destination.
 
As previously mentioned, you cannot get this objective on the Roleplay servers. You can only get this if you're playing on Classic.
 
There is no medal associated with this objective, so you don't unlock any rewards by completing it for the first time. But, consider: perhaps the real reward
is the friends you made (into undead minions) along the way.


==Supplementary Video==
==Supplementary Video==
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Mild content warning: death
 
<youtube>ssvgMHCa45s</youtube><youtube>vqxFLHCxRco</youtube>


==Gallery==
==Gallery==
[[Image:StonerVamp.png|432x576px]]
[[Image:StonerVamp.png|432x576px]]
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{{JobMenu}}
[[Category: Jobs]]

Latest revision as of 04:29, 17 April 2024

VampireV2-64x64.png

Do you suddenly find yourself vanting to zuck ze crew's blaad? Maybe you're a Vampire. Bleh!

Vhat is a vampire? A Vampire is an undead creature that gains powers by drinking people's blood. Built for escape and evasion, these creatures of the night are hard to pin down and can enlist loyal undead minions to do their bidding. However, vampires are poor in combat, horribly lacking in stealth, and quite vulnerable to holy things such as Bibles, the Chapel and holy water.

Vampire Abilities

Vampires And Blood

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

First and foremost, vampires gain power by drinking blood. While you can go the entire round without drinking a single drop of blood, you won't unlock any of the more interesting and/or useful abilities. 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 hooking yourself up to a blood bag. 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. In addition, you cannot absorb blood via pills, because it's too congealed for you ("EUGH! This blood is totally congealed and worthless.")

The first three methods only work on humans and monkeys controlled by players, though you can drain both living and dead ones. You cannot use them on NPCs, e.g. NPC monkeys (including ones turned into humans), the NPCs in the Space Diner/Sea Diner. You can still ingest blood extracted from these beings.

Draining blood from the Chaplain through the first three methods is an especially bad idea. The blood of a holy one 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.

Drinking blood does not carry reagents of the person you're drinking over. If your victim had a lot of poison in them, for example, none of it will go into you, and if someone happened to have drank a whole lot of holy water before getting drank by you, you won't ingest a single drop of holy water.

Powers

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.

Unl. Icon Name Cooldn. Blood Cost While stunned / cuffed? Description
0 VampireIconBite.png Bite Victim N/A N/A No Slowly drain blood from a nearby player (human, monkey, skeleton, etc.). You don't have to be on Harm intent, grab the victim, or aim at the head area, but certain masks and hats block it. Basically, if it would logically prevent you from touching their neck, like a space helmet, it blocks biting.

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, even less so the more damaged they are. A healthy victim can provide up to ~260 units of blood. You will continue to suck blood until you use your hands, move away from the target, or have drained all you can. If your bite victim drops to 0 blood, they instantly die--perfect time to use Enthrall! Every "bite" of blood you drink while draining someone also heals you for 3 BRUTE, 3 BURN, 1 OXY, and 1 TOX.

This ability is pretty stealthy, provided your victim shuts up. You spill a little blood on the floor while draining them and a progress bar hovers above you during the process, but thankfully only you and your victim can see it. You also play a sound similar to drinking from a cup, but it is very quiet. This is the stealthier version of the two blood gain abilities.

0 VampireIconBloodSteal.png Blood Steal 45 seconds (from end, not start) N/A Yes Continually drain blood from a player (human, monkey, saurian, etc.) 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 and your victim has to remain in your sight, 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, because you make a chomping noise rather like someone eating lettuce, the victim gets a message along the lines of "Some blood is forced right out of your body!", and blood jets flow from the victim to you, pointing in your direction. The orbs float around you for a few seconds before you actually consume them, practically screaming to everyone near you that you are a vampire. Thankfully, going inside a locker or crate makes you consume all the orbs instantly.

0 VampireIconBloodTracking.png Toggle blood tracking N/A N/A N/A Toggles blood gain/loss messages on or off.
0 VampireIconCancelStuns.png Cancel stuns 4 seconds 0 blood Yes Removes all stun debuffs (specifically: Unconscious, Knocked-Down, Knocked-Out, Disorient, Slowed, Stuttering, Misstep, and Drowsy) and, if you're stunned and below 40 Stamina, restores you back to 40 Stamina.

However, it deals 1 BRUTE damage for each second of debuff, though due to the way it is coded, the highest second count of stun debuff is subtracted from your brute instead of all the seconds of stun debuff combined (meaning you cannot take more than thirty BRUTE damage). In the calculation for the highest second count of stun debuff, slowed is divided by four and disorient is divided by two. If you have less than three seconds of stun, the game would flat out deal three BRUTE damage to you.

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 blood Yes Instantly drains a good chunk of the target's stamina and knocks them down to the floor for about thirty seconds, though they can still speak. Works from two tiles away. People nearby can tell you're not using a flash, because they'll see a bold red message about your eyes producing a "blinding flash" and hear a clink similar to something hitting a drinking glass.

If you can't see for whatever reason (e.g. someone cut out your eyes), you can't use this. The effect is reduced if the victim is wearing eye protection (sunglasses, etc) It's also bad idea to use it on the Chaplain; you'll wind up flashing yourself. It is, however, 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 Hypnotize 5 minutes 0 blood Cuffed: Yes

Stunned: No

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 it outputs a bold red message in the chat along the lines of "[name] stares into [victim]".

Does nothing against the Chaplain. This is also, logically, doesn't work if you or your victim is blind for any reason (e.g. a blindfold). If you try this while you're blind, people nearby get a message in the chat about how "There's something odd about [your name]'s eyes"
30 VampireIconSummonBats.png Bat Form N/A N/A Cuffed: No
Stunned: Yes
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. You need to have at least 5 stamina to enter Bat Form, and you can't enter Bat Form while restrained, dead, or otherwise unable to sprint (e.g. you have Slow Strider).

As a bat, you drain a few units of blood every time you fly over a player (whether human, monkey, roachperson, etc.), up to 5 if you hover over them for a while, much less if they're dead. You can also harmlessly squeeze through doors and firelocks, even if they're welded, bolted, and/or powered down, sometimes opening them in the process if possible. 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 Making thralls: Varies

Giving thralls blood: 200 blood
No When used on a dead human, it fully heals them and turns them into a thrall, an loyal, undead minion -- more on those in a later section. The blood costs for this varies. Enthralling your first corpse costs 200 blood, and the cost goes up by 100 for each thrall you have, e.g. if you have two thralls, making a third will cost 400 blood. If a thrall dies, it lowers the blood costs.

When used on a dead human who was the Chaplain, you simply heal and revive them. They won't be a thrall. They probably will be pissed depending on who/what killed them. For your part, you will receive 30 damage, get knocked down for 5 seconds, and actually scream from realizing your mistake. Dummy.

When used someone who is already one of your thralls, it gives them 200 blood, restoring their max health buff and some of their speed. This always costs 200 blood points, even when the cost of making thralls rises.

30 VampireIconSpeakToGhouls.png Speak to Thralls 0.1 seconds 0 blood Yes Telepathically speak to all your thralls through THRALLSPEAK. 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 You have a new passive ability: you can now spot people behind walls and through darkness and can see past cloaking devices.
300 VampireIconHideCoffin.png Hide Coffin 60 seconds 0 blood Yes Designates a tile of your choosing as where you'll float to when you use the Coffin Escape ability.
300 VampireIconMistForm.png Coffin Escape 60 seconds 400 blood Yes 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 60 seconds 0 blood Cuffed: Yes

Stunned: No

Summons 4 frost bats that constantly orbit you. These bats block most bullets and energy projectiles, and if somebody who isn't the Chaplain tries hit you in melee, they'll be chilled and knocked back, 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 60 seconds 60 blood Yes Crowd control spell which confuses the movement of all nearby humans and has a 50% chance to also make them drop whatever they were holding. 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 Mk2 N/A N/A Yes Now, if you stand still in a dark tile while using Bat Form, you're completely invisible; you'll know because your sprite will disappear on your end too. Generally, you can hide in areas where the lights are off/broken. AIs, Cyborgs, people with thermals, and people with X-Ray Vision can still see you; in fact, you'll show up as a partially invisible bat.
900 VampireIconDiseasedTouch.png Diseased Touch 60 seconds 30 blood No Infects someone with grave fever, a disease that causes worsening TOX and stuns. Transmission mimics the Help intent shake. The Chaplain is immune to grave fever.
1400 VampireIconChiropteranScreech.png Chiropteran Screech Mk2 60 seconds 60 blood Yes Same as the 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 movement.
1800 N/A Full power N/A N/A N/A Being in the Chapel no longer hurts you, though it still blocks your abilities. This is a passive ability rather than an active one.

Coffins And You

Ever noticed how vampires in movies sometimes sit inside coffins? It's the same here. Whenever you're in any coffin, whether it's the special one created by Coffin Escape, the regular ones in/near the Chapel, or the renamed one used for the Morgue Supplies crate, 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. It heals organ damage too and removes a small portion of all chemicals in your system, so while it might get rid of your combat drugs, it can also remove any poisons in you.

That's not all. 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 Victim, Blood Steal, Glare, Hypnotize, Cancel stuns & Toggle blood tracking) until you drink enough blood for new ones.

Other Traits

Thanks to spooky undead shenanigans, you are immune to many of the ailments those human bloodbags suffer. You cannot be infected by Viruses. 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.

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.

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.

The Chapel

Vampires are unholy beings and as such are weak to holy things. Merely being in the Chapel prevents vampires from using their abilities. In addition, unless they have reached full power, the sanctuary's holy ground causes vampires to suffer 5 BURN and lose 5 blood every few seconds. Therefore, if you're being harassed by a vampire, 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.

The Chaplain

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, Call Frost Bats, 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't see a vamp going invisible with Bat Form Mk2.

Holy Water

Also, splashing holy water onto a vampire horribly burns them and destroys their blood reserves, with effects scaling to amount applied (up to a limit). Same happens if they try to ingest some, though this doesn't apply when they drain blood, so you can't drink a lot of holy water and bait the vampire into sucking you like in those movies. It does nothing to non-vampires, so this is a good way of sorting out bloodsuckers from normal crew. One bottle of holy water is guaranteed to spawn in the Deus Ex Machina vendor 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.

The Bible

In addition, the Holy Bible is a bane to vampires. Being beaten with the good book hurts causes at least 5 BURN, and the more Faith there is, the more damage it causes. The precise amount is explained here. 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.

Starlight

Another 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, for every few seconds they stay in there, the light of the stars burns them for 2.5 BURN (on top of the normal BURN if applicable) and deprives of 2.5 units of blood. 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 same principles also apply to the Seafloor of ocean-based maps like Oshan.

Tanning Beds

Tanning beds are basically vampire fryers, since vampires are weak to UV radiation/starlight, and tanning beds do nothing but blast people with UV light. Every few seconds a vampire is in an active tanning bed, they take a whopping 15 BURN (worse than standing in the Chapel!), with suitably gruesome noises all the while. If they die in the bed or were already dead when they were put into it, their corpse turns into a pile of ashes, leaving behind whatever stuff they had on them and causing the machine to splutter and stop, with the game describing the smell as "like a graveyard caught fire". This makes tanning beds a silly yet effective way to destroy vampire corpses and prevent people from reviving them.

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, use Hypnotize on your victims after using Glare. 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. You can also pin them before beginning your feast, which will give them almost no chance of escape, just make sure to take off their headset.
  • 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!
    • Be aware they will rat you out to security, so this is not advised while you have a stealth advantage.
  • 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 Donut 3, where the coffins are inside the chapel, they are usually in an maintenance area or semi-public place near the Chapel, allowing you to take them without touching holy ground.
    • If possible, take the coffins to places you have access to, but security does not. This can buy you a lot of time to heal.
  • 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 can be easy to do the job yourself if you have the Bat Form ability 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 insert it into the law rack. If you get shot by stun turrets, you can fall back on Cancel stuns.
    • If you're lazy/busy, send one of your thralls 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 the cloak of darkness effect from Bat Form Mk2 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 the cloak of darkness from Bat Form Mk2 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.
  • If you're using Blood Steal, soak up as much blood as you can and then hide in a locker. This will consume every orb floating around you, allowing you to leave the crime scene without any suspicion.

Playing it Pacifist

Somehow, you can play Vampire (mostly) pacifist! Thanks to the existence of blood bags, found in Medbay's blood supply fridge, you are able to obtain blood units without having to drain a fidgety human! Slice the bag open with a scalpel, transfer to a beaker, then transfer the beaker to a glass (or pitcher for chugging!) and drink up! Playing this way may be slower (and involve a lot of chugging in dark alleyways), but it's better than being caught drinking some unlucky Staff Assistant's blood like a Capri-Sun and getting thrown out an airlock.

If you plan to play it pacifist by turning some monkeys into humans through the GeneTek's body type modification feature and draining them, you'll be in for a nasty surprise: since those are considered NPCs, not players, you won't be able to use Bite Victim, Blood Steal, or Bat Form to drain them. You can still extract their blood via IV bag, syringe, etc., and drink their hemoglobin that way, but it's pretty slow.

The above also applies to the NPCs on the Space Diner/Sea Diner, so it might be better to just leave Shitty Bill and co. alone, particularly since Father Grife's blood will destroy your blood reserves, as with a player Chaplain.

Thralls

VampThrallV3-64x64.png

By using the Enthrall ability on a dead body, a vampire can revive the corpse as a Thrall, a loyal undead minion bound to their will and their will alone. Thralls are slow and do not have much in the way of supernatural powers, but the amount of stamina they have is unholy, and if they feast on enough blood and stick by their maker, they can take quite a beating.

They are variously called vampthralls (that "vamp" part is short for vampire), ghouls (because the THRALLSPEAK chat channel used to be named GHOULSPEAK), and zombies (because the game used to say "zombie [name]" when mousing over them).

Whatever you call them, it is very easy to recognize a thrall. Their skin is undeathly grey, their eyes are pitch black, and their mouth is stuck agape. They speak in gurgles, their words seeming to trail off... When a scream erupts from these walking corpses, it comes out as a deep groan.

The Craving: Thralls & Blood

Like their master, thralls need blood. Unlike their master, their blood levels are constantly depleting. Thralls lose 0.25 units of blood every few seconds; on the RP servers this is halved to just 0.125 units. If they stray too far and are more than 20 tiles away from their master, they also start losing blood, with the amount lost scaling with distance. They can only regain blood by:

  • Having a vampire to use Enthrall on them to transfer the vamp's own blood to them. This grants 200 blood for the thrall.
  • Using their Bite Victim ability to drain someone's blood. It works similarly to the vampire's Bite Victim, but with two differences: 1) it does not heal and 2) dead bodies can provide as much blood as live ones, but if they have a bit of rot in them, you get less blood.
  • Drinking, injecting or otherwise ingesting blood reagent. Only a quarter of the amount of blood ingested is actually gained.

Taking filgrastim doesn't add blood.

Using an upgraded health analyzer on a thrall will show them as having 500 units of blood, regardless of how much blood they really have.

Blood is especially important for thralls because it determines their maximum health. The ratio of blood to health is 1.5:1, i.e. max health is three-quarters of total blood. It goes both ways: at high blood levels, they have more health than regular spacehumans (e.g. 800 blood means 600 HP), but conversely, at low blood levels, they have a lot less (e.g. 80 blood means 60 HP.) Luckily, they always have a minimum of 40 HP, so at 0 blood, they can still weather a few hits instead of going down like wet tissue paper.

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.

(Un)Life as a Thrall

Besides the aforementioned weaker version of the Bite Victim ability, thralls also get Speak. This ability lets them communicate through THRALLSPEAK, a special channel accessible only by their vampire master and their fellow undead minions.

What's it like being an resurrected corpse? For one, rigor mortis has yet to set in, so their arms still work as normal. It also has a few perks:

  • +100 max Stamina. They can dish out melee & special attacks, sprint more often, especially during combat, and, most importantly, absorb more stamina damage, thus making them harder to knock out.
  • As mentioned above, much higher HP than normal if they gorge themselves on that hemoglobin.

But it also has a couple of drawbacks and even a few new weaknesses:

  • Bibles burn thralls. A righteous smite with a bible by a chaplain inflicts 5 BURN, and the more Faith the Chaplain(s) have, the more damage they deal.
  • While holy water doesn't hurt thralls, the Chapel does. Standing on the Chapel's sacred ground not only prevents them from using their abilities, but it also causes them to take 5 BURN and lose 5 blood every few seconds.
  • Likewise with Space and Seafloor, though to a lesser extent: being exposed to the starlight in those areas causes 2.5 BURN and the loss of 2.5 blood every few second, but they can still use their abilities.
  • Thralls are not considered human under silicon laws.
  • The Secbots, GuardBuddies, and sec scanners consider them threats to the station .
  • Otherwise affected by the same things living humans are. They can still die (again?), are hurt and healed by chemicals, affected by various stun weapons, suffer BRUTE, TOX, brain damage, organ damage, etc.

While it is quite unlikely, thralls are immune to mindhack implants (including its deluxe version). The mindhack cloning module still works, though it's more due to losing their thrall status when dying (an necessary condition for cloning) than anything.

Rules Surrounding Thralls

Vampire thralls are considered Antagonists. That means they can commit as much Grief as their master wants them to, in accordance to Rule 1. However, that also means killing them or attacking them simply for being an antagonist is also allowed, though on the roleplay servers, RP Rules restrict this behavior.

Thralls fall under the Mindhack Rules. Unlike AI Laws, there isn't any room for technicalities, pedanticness, or loopholes, and you're supposed to follow the spirit of the law, not the letter.

  • You should not reveal the identity of your vampire master. You can mention it in mentorhelps and adminhelp conversations when it's relevant (e.g. "Carmilla my vampire master has died, what do I do now?"), but otherwise, this rule is pretty airtight. Radio, PDAs, emotes, writing, labelers, whatever the medium, you shouldn't use it to expose who the vampire who thralled you is unless they're fine with being revealed.
  • You should not kill or harm the vampire you are loyal to. You don't have to physically touch them to rule afoul of this rule. If you throw them in a room with a deadly trap or order someone to kill them, you'd still be violating it. Because of this rule, you should also be careful with detonating bombs and such when your vampire is nearby.
  • You are bound to the vampire's will and should follow their every order. The exception is if said order would violate the rules, e.g. they ask you to do something that's creepy/gross. Since you're an Antagonist though, orders to do Grief are fine.
    • If your vampire dies, you should continue carrying out whatever orders they gave before dying. It'd be in your interests to try to revive them.
    • If they've been dead for a long time, and there's no way to revive them, it's usually considered alright to just do your own thing. Putting a vampire in a coffin brings them back to life, so this usually comes to play if they got gibbed by an explosion or died some other death that left no remains.

Basically, as the popup says, you shouldn't try to work against the interests of the vampire who made you a thrall.

Once you are no longer a vampire thrall, e.g. you died and got cloned or became a Cyborg, these rules do not apply.

A Fortune at the Blood Bank: Vampire Objectives

You always get two objectives: one is a vampire-specific objective to collect a certain amount of blood (detailed below) and one is the standard antagonist objective to escape on the shuttle alive. On Classic, there's a 50-50 chance you'll get a unique "hijack" objective (also detailed below) in place of the standard escape objective (i.e. you won't get the hijack objective on Roleplay.) As with most objectives, they are purely optional and more suggestions on what to do. You won't get banned from the Vampire role or whatever if you disregard them, and there is no in-game punishment for not fulfilling them, though one of them does have a reward for completing it for the first time.

Accumulate at least [number] units of blood in total.

This counts how much blood you've collected so far, not how much you actually have available, so you can use your blood-powers as much as you'd like without having to worry about failing this objective. Also, it doesn't matter how you get the blood; you can fulfill this by using both Bite Victim and Bat Form, solely drinking blood from a wineglass, whatever methods above suit your needs. You do have to actually consume it though, so it won't work if you try to be a smart-aleck and carry a bunch of (medical) blood bags.

The precise number of units you need to collect depends, not on server population, but on the type of server. If you're on the Classic servers, it's a multiple of ten between 600 and 1000. If you're on the Roleplay servers, it's multiple of ten between 400 to 800.

When you complete this objective for the first time, you get the Dracula Jr. medal. It lets you turn an "absurdly stylish cape" into a "strange vampire outfit", which is a reference to one of Dio Brando's outfits from JoJo's Bizarre Adventure: Phantom Blood. Dio is a vampire, just like you, and depending on how you play, you might have killed just as many people as he did, to the point where trying to remember exactly how many would be like asking how many baked goods you've eaten, just like him.

Hijack the emergency shuttle by ensuring all other living creatures on board are your thralls by the time it reaches Centcom.

No, you don't stick up the pilots and make them fly the shuttle to Space Transylvania or anything. Rather, when the shuttle arrives at Centcom, you and your thralls must be the only people on there who are alive (or undead as the case may be). Ghostdrones and Ghost Critters are people who have already been killed, so they don't count as "living creatures" for this objective; you can leave them alone (or kill them anyway, if it suits your whims.) It's okay if there are still living people on the station/ship when the shuttle leaves, but if any of them are on the shuttle, you need to...deal with them before it reaches its final destination.

As previously mentioned, you cannot get this objective on the Roleplay servers. You can only get this if you're playing on Classic.

There is no medal associated with this objective, so you don't unlock any rewards by completing it for the first time. But, consider: perhaps the real reward is the friends you made (into undead minions) along the way.

Supplementary Video

Mild content warning: death

Gallery

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