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vampire ver. 1

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Nov 9th, 2017
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  1. I've played a handful of vampire rounds lately. I like vampire, but it's always walked similar ground to how the changeling operates (you drag someone away and do nasty things to them in the dark). Given recent and proposed buffs to how the changeling works, I feel it's important to cast an eye over how the vampire operates.
  2.  
  3. The objectives here are to provide the vampire with some buffs, some more ways for the crew to deal with the vampire by way of balance, and to differentiate the vampire further from how the changeling operates. The goal is that, while the changeling stays at a generally consistent power level, the vampire starts of weakly and accumulates power in order to combat an increasingly wary crew, shifting from stealth to active combat.
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  5. For the purposes of this thread, I've taken a rather extensive restructuring to how vampires accumulate powers. This is my attempt at balance, but by no means do I declare it perfect, you're all free to disagree completely with me. The reason I'm doing this is to give an idea as to where new powers should fit in, which may require old ones to move to prevent sudden bursts of power at certain blood thresholds.
  6.  
  7. Base Level Stuff
  8. Glare, Bite Victim, Blood Tracking - All given
  9. Anaerobic metabolism - I don't know if anyone ever told you guys, but vampires are considered undead, and undead creatures traditionally don't need to breathe.
  10. Cold Resistance - See above but for keeping warm.
  11. Pseudonecrosis - Less of a power and more of a give away, all machines register the vampire as dead.
  12. No Image - Another dead give away, vampires don't show up on film when people take photos of them.
  13. Wraith Immunity - Wraiths and vampires both originate from similar dark sources, and they supplement each other well. Wraith powers of all kinds do not affect vampires, including revenant powers. Wraith created skeletons and living objects ignore vampires too.
  14. Blood pressure immunity - Vampires are unconcerned with the effects of blood loss or high blood pressure.
  15. Holy Water/Chapel/Chaplain Weakness - As before
  16. Fire Weakness - Vampires take double damage from being on fire.
  17. UV light weakness - Double damage in space while unprotected. More on this later.
  18. Silver Weakness - Also more on this later
  19.  
  20. 100 blood
  21. Cancel stuns
  22. Hypnotise (25 BP)
  23. Poison Immunity - Your vamp becomes immune to all poison effects. This is included for one hugely important reason: neurotoxin immunity. Currently, in a ling/vamp match up, there is simply no way for a vampire to win. Not only is the vampire susceptible to neurotoxin stings, even if your vamp gets the drop, the changeling is completely unaffected by blood loss! With this alteration, the changeling and the vampire become immune to each other's key incapacitating attacks. Obviously, this doesn't affect holy water.
  24.  
  25. 200 blood
  26. Vampiric Vision
  27. Return from the dead - Here's another backwards power thing: how is it that the changeling is able to resurrect, while the vampire, famous in mythology for being able to resurrect from the dead over and over, is not? At 200 blood, instead of dying normally, the vampire is reduced to a pile of ash. If this ash is mixed with fresh blood, the vampire resurrects, naked, reset to 0 blood. This can be done by means of gathering the ash in a beaker and mixing with blood, or if someone is bleeding and that blood is spilled or trodden into the ashes on the ground. This doesn't work with dried blood, so dying in a place caked in old blood won't do it, and vampire blood doesn't count so no bleeding on the floor, dying, then coming back to life! Also, unlike the headspider, this doesn't require any blood points, it's a passive ability once you reach 200 blood.
  28.  
  29. 300 blood
  30. Mist form (25 BP) - This costs you now
  31. Diseased touch (50 BP)
  32. Radio Interference (50 BP)
  33. Designate coffin (Free the first time, after that 250 BP) - Now here's where we really start to move away from the changeling. The vampire is able to designate a coffin as their own - the vampire can only have one coffin at a time. This coffin cannot be sealed by means of a welder, and can only be opened quickly by the vampire and the station's chaplain, for anyone else it takes some time for it to work. Additionally, while inside with the lid closed, the vampire slowly regenerates health and blood points up to their maximum blood. Make sure to hide the coffin well, because if the crew realise what you're up to they're liable to send all coffins on the station to the crusher.
  34.  
  35. 400 blood
  36. Chiropteran speech (60 BP)
  37. Summon bats (150 BP)
  38. Fire resistance - The vampire's fire weakness is removed, bringing them in line with normal crew members.
  39. Freezing touch - A passive ability that gives you a 25% chance of freezing someone in an ice cube when you block a melee attack using the disarm intent. This does not trigger with silver weapons.
  40.  
  41. 600 blood
  42. Cloak of Darkness
  43. Cancel Stuns Mk. II
  44. Ghost Vision Toggle - The vampire becomes more finely attuned to the dead and becomes able to see ghosts floating around the station, this can be turned on and off so that the vampire isn't blinded by ghosts. This leads to:
  45. Soul Rend - A vampire is able to pluck victims even from beyond death. By consuming a soul's essence, the vampire restores 50 blood points to themselves, thought it doesn't extend their maximum blood at all. The ghost itself is reduced to the basic ghost sprite and loses its name along with it, becoming "Lost Soul". A lost soul cannot be consumed by the vampire.
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  47. 800 Blood
  48. Enthrall (400 BP) - A couple of changes: thralls enjoy shared immunity to wraith attacks. They also gain an ability to know their master's location. This persists beyond death, and if the vampire dies they get a pop up objective telling them to resurrect them at all costs.
  49. Charm creature (100 BP) - Lesser creatures become allied with the vampire. This means that, when used on a simple mob, it will not attack the vampire and immediately become hostile to anyone not allied with the vampire (wraiths and thralls enjoy immunity). Best used on say, a space bear, than a mouse.
  50. Resurrect ghoul (250 BP) - Returns a freshly dead body to life, acting essentially the same as a zombie, with the exception that there is no zombie contagion being spread.
  51.  
  52. 1000 Blood
  53. Vampiric Vision Mk.II
  54. Tomb of the Damned - Your coffin gets an upgrade. First off, recovery bonuses inside are now doubled, you regain health and blood points much faster, and you can regrow limbs and shed bullets in there now too. Second, your coffin becomes a vehicle! It levitates from the ground and can even protect you from the horror of starlight. You can also summon it from afar.
  55. Designate Coffin Home (free the first time, 100BP each time thereafter) - This marks a tile as your coffin's home point that you can climb in and return to.
  56. Summon/recall coffin (90 sec cooldown) - Like the porta-sci remote, but for your coffin, basically.
  57.  
  58. 1500 Blood
  59. Vampire Lord/Lady - This is full blooded vampire renamed. You're free to walk around in the chapel although holy water and the chaplain can still harm you.
  60. THE BEAST -
  61.  
  62. Like the changeling, the vampire can transform into a horrifying monster, gaining a huge increase to health and strength. It drains blood points while active and requires you have a minimum of 1000 in the bank to activate. All vampire abilities cost no BP while in this state, and all cooldowns are halved. THE BEAST'S punches deal minor bleed damage in order to facilitate a last-ditch return from the ashes in case it's slain. Additionally, some abilities are augmented while beasting out:
  63. Drain Blood - Now drains at 50 units a second instead of 10, and the vampire can consume chaplain blood without being burned.
  64. Chiropteran Speech - Knocks people back and causes them to fall down in addition to the standard deafen and window break.
  65. Mist Form - You can use it while being observed (as a hellbeast you're unconcerned with being discovered at this point)
  66. Hellfire - A THE BEAST exclusive move, throws a fireball similar to the wizard's.
  67. Please look forward to Beast/Shambler battles in upcoming shuttle rides.
  68.  
  69. What can the crew do?
  70. In my attempts at balancing this, I've tried to make it so that an early stage vampire is pretty weak, while a late stage vampire is a nightmare. But the crew should still be able to realistically defeat a full powered Vampire Lord/Lady, and here are some new ways how.
  71.  
  72. The Chaplain
  73. The Chaplain gets a new ability! When holding any container of plain water, they can use Create Holy Water to turn it into holy water. It's as simple as that! The vampire never loses their weakness to holy water.
  74.  
  75. UV Lights
  76. Replace those standard light tubes with UV lights and create choke points! Get UV flashlights out! Vampires hate 'em! Made in the nano-fabricator, they should be relatively difficult to make in terms of material (someone who knows more about material science than me please recommend how to balance so the station isn't completely lit up with UV lights).
  77.  
  78. Silver Weaponry
  79. Silver already exists as a reagent in the game, so let's allow for the nano-fabricators to use it to create weapons! Anything made of silver does double damage to vampires. Additionally, QM can order (hideously overpriced) silver bullets for use with the detective's revolver.
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  81. That's all I have for now, I'm open to input and fangs for reading! :drac:
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