Bloodsucker: Difference between revisions
Swiftfeather (talk | contribs) (bloodsuckerrrr) |
Swiftfeather (talk | contribs) No edit summary |
||
Line 125: | Line 125: | ||
[[File:Immortal haste.png|border|left|frameless]] | [[File:Immortal haste.png|border|left|frameless]] | ||
Single use power, dash somewhere with supernatural speed. Those nearby may be knocked away, stunned, or left empty-handed. | Single use power, dash somewhere with supernatural speed. Those nearby may be knocked away, stunned, or left empty-handed. | ||
===== '''Cloak of Darkness''' ===== | ===== '''Cloak of Darkness''' ===== |
Revision as of 15:01, 19 February 2024
Bloodsuckers
Editor's note: This wiki article is a copy of the information available over on Fulpstation's wiki, go give the original a look!
Fulpstation's Bloodsucker wiki page
Returning from the Dead
Bloodsuckers are undead predators out to enslave the station to their will. Though they can recognize eachother, they usually act independent of one another.
Traits
- Passively resistant to brute, with passive supernatural healing scaling with level.
- Night and Thermal vision for Bloodsucking needs in the dark.
- Undead, therefore has cold blood, a non-beating heart, complete immunity to toxin and oxygen damage, and can't fall asleep or enter critical condition (outside of Torpor).
- Weak to burn damage, including fire, hot temperatures and lasers.
- Constant blood loss.
- Lack of DNA, making it easy to find out with a Genetic Analyzer.
- Weak to bright light, requiring 2 layers of protection for flashing/welders.
Life
Sol
Bloodsuckers are active during the night and may roam freely, while their hud tells them how much time there is until the inevitable daytime. By default, Sol starts every 10 minutes, with a warning when there's 1.5 minutes left, and a second when there's 25 seconds left.
Vassals also know when Sol is nearby, being given a minor warning when it's about to hit.
During the daytime, Bloodsuckers must be in a Coffin or Locker to avoid burning to death. Coffins will fully protect you from the UV lights, and your Claimed coffin can be locked so people don't open it mid-sol. Lockers offer some protection, but it is still dangerous, especially at higher levels.
The damage from Sol increases with your Rank. Rank 0 Bloodsuckers will not be set on fire.
During Sol, Bloodsuckers will gain more ancient, giving them a Rank that they could spend to grow stronger. Entering a Coffin while they have unspent Ranks will allow them to spend them, but only if they are in a clan (which they do using the Antag info panel's second tab).
The Masquerade
The Masquerade is a code that all Bloodsuckers must follow to ensure their continued undead lives by preventing people from finding out of their existence.
Aggressively feeding off of someone too close to a non Bloodsucker/Vassal/Curator will land you a Masquerade infraction, getting 3 will officially break the Masquerade. Additionally, if the Curator discovers you with their Archives of the Kindred, that will instantly break the Masquerade.
Once the Masquerade is broken, your HUD will turn blue, become valid to all other Bloodsuckers, and Malkavian Bloodsuckers will gain the objective to ensure your death. Additionally, Curators will be able to tell you are a Bloodsucker from simply examining you, just like a Vassal would.
Your Vassals will additionally no longer be fully committed to you, allowing other Bloodsuckers to steal and Vassalize them for themselves.
Humanity
Humanity decides how fast you enter a Frenzy, and how much burn damage you get while inside one. Feeding off of a rat (Unless Nosferatu or Malkavian) will cause you to lose some humanity, while feeding on someone until they die will cause you to lose a lot.
Bloodsuckers will be notified if they happen to have lost some of their Humanity.
Frenzy
Once Bloodsuckers lose enough blood (determined by Humanity), they will enter a Frenzy. While in a Frenzy, your screen turns a blood-red as you gain the ability to instantly aggressively grab people. Your Feed ability will get a major buff while in Frenzy, drinking at a massively increased speed and drink rate.
- If you are part of the Ventrue Clan, you can bypass the need to drink from only conscious people.
- You lose access to all Abilities except Feed, as well as become Mute, Deaf, and immune to ALL stuns. You will lose the ability to use nearly all machinery. While in a Frenzy, you will begin to take Burn damage, and your task is to drink 300 Blood as soon as possible to exit a Frenzy.
- If you are in Sol, you will not wake up. Unless some external source helps you, this typically is your largest threat.
Powers
As a bloodsucker, you have an array of different and unique powers. After every day passes, you ‘level up’, and have to claim it by sleeping in a coffin and choosing a power. This only works if you are part of a Clan.
Leveling up will upgrade all current powers, increase your strength, resistance, health, feed rate, regen rate, and maximum blood, but increase the damage you take from burn and solar flares.
There are 2 types of powers: Single use, and constant cost
- Single Use: Can be used once before going on cooldown, instantly taking full blood cost.
- Constant Cost: Passive power that drains blood overtime, cooldown begins once the power has been deactivated.
You can find more (and generally more up-to-date) information on Powers using your Antag Panel in-game.
Starting Powers
Feed
Constant cost power that sucks the blood of a nearby human or rat. Blood is sucked faster if the target is passively grabbed. Additionally, the target will be put to sleep if aggressively grabbed. Feeding on a rat as non Nosferatu/Malkavian, or feeding on a human until they die, will cause you to lose Humanity. Aggressively feeding on a human while near another non Bloodsucker/Vassal will cause a Masquerade violation.
Feed will not work unless you are at least Level 1.
You gain one rank for free when entering a Clan through your Antag Panel UI, enter a Coffin to claim it once complete
Masquerade
Constant cost power which temporarily forges a near human-like identity, forging Health and Genetic analyzer results, as well as hiding pale skin and Brain traumas. Additionally, you will forge results for the Archives of the Kindred, appearing as a non Bloodsucker to Curators
- All passive Bloodsucker regeneration is halted while this is active.
- This is also known as your 'Internal' hiding ability.
Veil of many Faces
Constant cost power which hides your identity, becoming a new person until the ability is deactivated.
- Security HUDs will still display you as your old job, including your security records. Keep this in mind when attempting to fool Security, or are set to arrest.
- This is also known as your 'External' hiding ability.
Obtainable Powers
Vanishing Act
Single use power, only given when Sol is near and you have a Coffin claimed.
Teleports the user to their coffin in exchange for a considerable blood cost, while leaving behind a bat or mouse in their place.
If someone watches you teleport (Vassals are excluded), you drop all your current belongings on the floor where you teleported from.
Brawn
Single use power that deals ferocious damage to individuals, being able to even knock them unconscious at higher levels, along with being able to snap out of any restraints, lockers and grabs, punishing the grabbing individual.
At level 3, you get the ability to break closets open, additionally can both break restraints AND knock a grabber down in the same use.
At level 4, you get the ability to bash airlocks open, as long as they aren't bolted.
Fortitude
Constant cost power which turns the user into a concrete wall, giving brute resistance scaling with level, dismember and pierce immunity. It additionally gives stun resistance scaling with level. This comes at the cost of being unable to run while it is active.
At level 4, you gain complete stun immunity.
Predatory Lunge
Single use power. Spin around and, after a short delay, dash at someone, causing instant aggressive grabs, towards anyone regardless of distance. This will be lowered to a passive grab if the target is wearing a riot suit.
- If you dash at someone from behind or invisible (ex: Cloak of Darkness), then you will temporarily knock the victim down.
- Higher levels increase the knockdown time.
- Lunging at dead beings will tear their heart out, useful for your Heart thief objective.
At level 4, you no longer spin around and will instead immediately perform the lunge, however you are limited to a 6 tile range.
Immortal Haste
Single use power, dash somewhere with supernatural speed. Those nearby may be knocked away, stunned, or left empty-handed.
Cloak of Darkness
Constant cost power that turns the user nearly invisible you cannot run while it is active.
Mesmerize
Single use power, immobilizes mortals who stare into the user's eyes, this only works if the user doesn't have eye protection, and after a short timer delay.
At level 2, your target will additionally be Muted.
At level 3, you will be able to use the power through items covering your face.
At level 5, you will be able to mesmerize regardless of your target's direction.
Trespass
Single user power, a simple two tiles movement, which can let the user skip past doors, barricades, and windows, while also removing restraints.
Tremere Powers
Tremere Powers work separate to default Bloodsucker Powers, as they are simultaneously Single Use AND Constant Cost Powers.
There are 2 parts of a Tremere Power:
On Activation: The effect you gain immediately from triggering the Power.
On Use: The effect that happens when using it.
The Power has 2 stages:
- Regular - Level 1 to 3, the Power is weak and will gain little between levels.
- Advanced - Level 4/5, the Power gains considerably stronger, with some drawbacks.
The more advanced a Tremere Power is, the shorter the cooldown, and higher the blood cost.
Auspex
On Activation: Hide yourself within a Cloak of Darkness.
On Use: Teleport to your chosen location.
Level 1: Teleport has max 2 tiles
Level 2: Teleport has max 3 tiles
Level 3: Teleport has no limit
Level 4: Teleport will cause nearby people at the destination to bleed
Level 5: Teleport will cause nearby people at the destination to bleed and temporarily fall asleep
Dominate
On Activation: None
On Use: Mesmerizes your chosen target.
Level 1: Will immobilize your target
Level 2: Will immobilize and mute your target
Level 3: Will immobilize, mute and blind your target
Level 4: Will immobilize, mute and blind your target. If your target is dead, it will instead revive them as a Mute/Deaf Vassal for the next 5 minutes before being deconverted and dropping dead.
Level 5: Will immobilize, mute and blind your target. If your target is dead, it will instead revive them as a Vassal for the next 8 minutes before being deconverted and dropping dead.