User:Absolucy/Holoparasites

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Holoparasite
Access: Wherever your summoner can take you.
Additional Access: Whatever doors you can break down. If Dextrous, whatever ID you can pick up.
Difficulty: Easy to Hard (depending on what your summoner needs from you)
Supervisors: Whoever summoned you
Duties: Follow your summoner, do whatever they say, try not to let them die.
Guides: This is the guide
Quote: ORA!!


A holoparasite (sometimes also known as a guardian spirit or holocarp, depending on how it was summoned) is a sentient bluespace crystallization of someone's willpower. In short, it's a mind-ghost that can punch things and stuff.


HELP I BECAME A HOLOPARA WHAT DO I DO

Fast guide for dumbasses incoming:

  • Use the communicate HUD element, verb, or :p / .p saymode.
  • Don't manifest unless your summoner is dying or they command you to do so.
    • If someone is threatening to kill your summoner, do not be afraid to negotiate a surrender if doing so would save their life!
    • If your summoner is being arrested or attacked non-lethally, and the attackers aren't already aware of your existence (or at least, aren't aware of your link to your summoner), you probably shouldn't manifest unless explicitly ordered to by your summoner. Many people will (understandably) switch to lethal force upon learning that someone has a holoparasite.
  • LISTEN TO ALL THE ORDERS YOUR SUMMONER GIVES YOU!!
  • You have a light that you can toggle, use it only if your summoner allows you.
  • Your antag status and escalation is the same as your summoner's. If your summoner isn't an antag, neither are you. If your summoner can't murderbone, neither can you.
    • You can see your summoner's antagonist role and objectives, so this should be fairly easy to determine on your own.
  • You have abilities and stats, they're listed down below.

Overview

A holoparasite is a special ghost-like being that lives inside of its summoner. It can communicate with its summoner telepathically (and the summoner can communicate back), as well as emerge from and retreat back into its summoner at will. If the holoparasite tries to move too far away from its summoner, it will automatically snap back to their position. The holoparasite itself is technically invincible on its own, but upon taking damage, the damage is transferred to its summoner, varying depending on how much defense it has. If the summoner dies, the holoparasite dies, as well. This means that the summoner and the holoparasite will have to watch out for each other to ensure the survival of both.

Holoparasite Abilities

Abilities

Abilities are well, the usual abilities a holoparasite can have. You can only have one (or none) of these at a time, however they typically kind of decide the play-style the holoparasite will have.

Name Cost Effect Stat Interactions (hover mouse over for details) Stat Threshold (hover mouse over for details)
Assassin 2 Gives the holoparasite the ability to enter a 'stealth' mode, where it will become mostly invisible. Whenever it attacks someone in this state, it will deal 50 damage, in addition to fully penetrating armor. None
Dextrous 3 Gives the holoparasite the ability two fully functional hands it can use to hold and use items, in addition to an internal storage slot. It drops any items in its hand whenever it is recalled or snaps back, however the internal storage is kept. By default, it cannot wield two-handed items, nor can it fire any sort of gun. It can use help, grab, and harm intent. None Range 3, Damage 4, Damage 5 + Range 5, Potential 1, Potential 2, Potential 3, Potential 5
Explosive 4 The holoparasite can turn items into 'bombs' for a short time. Whenever someone else interacts with a bomb (such as by picking up a trapped item, or running into a trapped door), it will explode violently in their face, dealing a large amount of damage, while not damaging the surroundings. In addition, bombs can be manually detonated, which will damage the surrounding area. Bombs can be detected by examining them.
Frenzy 3 The holoparasite moves extremely fast, in addition to providing a speed boost (similar to meth) to its summoner whenever it is manifested. In addition, it can click on a non-adjacent target to "rush" them, instantly teleporting next to them and attacking them.
Gravity 2 The holoparasite applies a 'heavy gravity' effect whenever it hits someone, causing the victim to move slower and take brute damage over time. It can also apply heavy gravity to individual tiles. This heavy gravity effect has a range limit, however.
Healing 3 The holoparasite can switch to help intent, where its hits will heal whatever it hits (this works on both objects AND mobs!) It also gets a passive medical HUD.
Scout 1 The holoparasite can enter 'scout' mode, where it will become mostly invisible and able to intangibly move freely around the station, unrestricted by range. It however, cannot attack, nor can it use most other abilities while in this mode. In addition, anything the holoparasite hears while scouting will be telepathically transmitted back to the summoner - however the message may be scrambled somewhat, depending on the speaker's distance from the holoparasite.
Spatial Rending 3 The holoparasite can bring all unanchored objects (including mobs!) from a distant tile, to the space in front of it.

Stats and Building your Guardian

(you don't get to pick your stats if you get your guardian from a arrow)

Now! once you use your injector/deck you will get to build-a-guardian, awesome! you get 15 points to pick between 5 different stats and a guardian power


the stats are: (A is the max rank and F being the lowest)

  • Power: Determines how hard you can punch things. At rank A you can punch down regular walls
  • Defense: Determines how much damage you transfer to your user at rank A you barely transfer any and at rank F you transfer MORE damage to your user
  • Speed: Determines how fast you punch stuff, great for powerless holoparasites.
  • Range: Determines how far you can move away from your user. At rank F, you're anchored to your user.
  • Potential: See Powers above and how potential affects ( or doesn't) them

Tips & Tricks

  • As an Explosive Holopara Try setting a throwable object to explode, then throw said object on someone and detonate! fun for the whole family.
  • The flashiest power isn't always the best, see what your objectives are and pick your power and stats accordingly, maybe you don't need time-skip and A in Power if you just have to steal the plutonium core and a slime extract.
  • Mysterious arrows can be found on necropolis tendrils or in powerful signals in lavaland. they have a 50/50 chance of either dusting you or giving you a cool guardian. (At the time of this edit Mysterious Arrows cannot be found on lavaland)
  • As a Gravity Guardian, apply gravity to your summoner in a no gravity station for free magboots!




Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role