User:Absolucy/Holoparasites: Difference between revisions

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|headerbgcolor = black
|headerbgcolor = black
|headerfontcolor = red
|headerfontcolor = red
|stafftype = PARANORMAL
|stafftype = BLUESPACE
|imagebgcolor = gray
|imagebgcolor = gray
|img_generic = Stand.gif
|img_generic = Stand.gif
|img = guardianspirits.gif
|img = guardianspirits.gif
|jobtitle = Holoparasite / Guardian Spirit / Holocarp
|jobtitle = Holoparasite
|access = Wherever your summoner can take you.
|access = Wherever your summoner can take you.
|additional = Whatever doors you can break down. If Dextrous, whatever ID you can pick up.
|additional = 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)
|difficulty = Easy to Hard (depending on what your summoner needs from you)
|superior = Whoever summoned you
|superior = Whoever summoned you
|duties = Follow your summoner and do whatever they say, don't die, try not to let your summoner die.
|duties = Follow your summoner, do whatever they say, try not to let them die.
|guides = This is the guide
|guides = This is the guide
|quote=ORA!!
|quote=ORA!!
Line 23: Line 23:
== HELP I BECAME A HOLOPARA WHAT DO I DO ==
== HELP I BECAME A HOLOPARA WHAT DO I DO ==
Fast guide for dumbasses incoming:
Fast guide for dumbasses incoming:
* Don't talk normally, use the communicate verb in the Guardian tab.
* Use the communicate HUD element, verb, or :p / .p saymode.
* Don't manifest unless your host is dying or they command you to do so.
* 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!!''
* ''LISTEN TO ALL THE ORDERS YOUR SUMMONER GIVES YOU!!''
* You have a light that you can toggle, use it only if your master allows you.
* You have a light that you can toggle, use it only if your summoner allows you.
*Your antag status and [[Escalation Policy#Species and Faction Escalation|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.
* You have abilities and stats, they're listed down below.
==Overview==
==Overview==
A holoparasite is a special ghost-like being that lives inside of its master. It can communicate with its master telepathically (and the master can communicate back), as well as emerge from and retreat back into its master at will. If the Holoparasite tries to escape its master and moves too far away, it will automatically be moved back to them. The Holoparasite itself is technically invincible on its own, but upon taking damage, the damage is transferred to its master, varying depending on how much defense it has. If the master dies, the spirit dies, as well. This means that the master and the spirit will have to watch out for each other to ensure the survival of both.
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.
==Powers of Holoparasites==
==Holoparasite Abilities==
(If you use a mysterious arrow you won't get to pick your holoparasite type)
=== Abilities ===
*'''Assassin''': The holopara can enter "stealth mode" — when it attacks someone in stealth mode, it'll penetrate armor and deal 50+ damage. Cooldown for stealth mode is affected by potential.
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.
 
{| class="wikitable sortable" border="1"; || style="text-align: center; background: #abe6ff;"
*'''Explosive''': The holopara can alt-click on any object to turn it into a bomb temporarily. Bumping into a dense/solid bomb, or clicking on it, will blow up the person who did it, usually KOing and possibly dismembering them. How long a bomb stays a bomb is affected by potential.
|-
 
! scope="col" | Name
*'''Frenzy''': The holopara makes it's summoner move fast while manifested, and it can click on people within it's range to rush them, and it also has an ability to teleport behind people and attack them (omae wa shinderu. nani?!). Potential has no affect. (Range C or + only)
! scope="col" | Cost
 
! scope="col" class="unsortable" | Effect
*'''Gravity''': The holopara can high gravity to tiles and people, which slows them down and deals brute damage over time. How far you can get from someone before the gravity is lifted is affected by potential.
!Stat Interactions (hover mouse over for details)
 
! scope="col" | Stat Threshold (hover mouse over for details)
*'''The Hand''': The holopara can click on any tile at range to bring all it's unanchored contents in front of you. People, lockers, medkits, et cetera. It has a cooldown, affected by potential.
|-
 
!Assassin
*'''Healing''': The holopara can click on any mob or object to heal it. Healing amount is based on potential.
|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.
*'''Predator''': The holopara can scan blood DNA and fingerprints, allowing it to track anyone who it has scanned. Tracking precision is based on potential.
|
 
|None
*'''Scout''': The holopara can go into "scout mode", which turns it near-invisible and gives it infinite range, but it cannot attack anyone in this state.
|-
 
!Dextrous
*'''Time Erasure''': The holopara can "skip time" — this spawns clones of the holopara and it's summoner, turning the originals invisible and invincible for the duration. They however, cannot attack anyone during this period. Duration is affected by potential.
|3
if you somehow get your hands on a mysterious arrow while you already have a guardian, you can attempt to stab your guardian with it and finally reach the '''truth''' and become '''Requiem'''.
|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.
*'''Dimensional Manifestation''': The holopara can summon the (very obvious) manifestation of a 6x6 pocket dimension into the world on top of it. If you are inside the manifestation when the guardian de-manifests it, you and anything you are pulling (neckgrab for mobs) will be teleported into it. The guardian can move the pocket dimension around like a camera while inside, and re-manifest it whereever they wish. There is no normal way for anyone but the guardian and it's master to escape. It has air, gravity, and power, but no telecommunications.
|None
 
| <span title = "The holoparasite can (inaccurately) fire non-lethal firearms.">'''Range 3'''</span>, <span title = "The holoparasite can wield two-handed weapons.">'''Damage 4'''</span>, <span title = "The holoparasite can fire most firearms (excluding things like shotguns and magical wands) with average accuracy.">'''Damage 5 + Range 5'''</span>, <span title = "The internal storage slot can only store a tiny item (e.g. playing cards, lighter, scalpel, coins/holochips)">'''Potential 1'''</span>, <span title = "The internal storage slot can store up to a small-sized item (e.g. flashlight, multitool, grenades, GPS)">'''Potential 2'''</span>, <span title = "The internal storage slot can store up to a normal-sized item (e.g. fire extinguisher, stun baton, gas mask, iron sheets)">'''Potential 3'''</span>, <span title = "The internal storage slot can store up to a bulky-sized item (e.g. defibrillator, backpack, space suits)">'''Potential 5'''</span>
*'''Absolution''': While your holopara is manifested, you are immune to nearly all attacks. Tasers and disablers will return to sender, people will stunbaton themselves instead of you, smoke and foam will clear around you, no bad air will affect you, explosions will simply go around you. The holopara, however, is still vulnerable to attack, and it will still transfer damage to you.
|-
 
!Explosive
*'''Timestop''': Wizard timestop.
|4
There also secondary abilities, if you have the points to spare.
|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.
*'''Surveillance Snares''': gives you a alert if any mob (including yourself) walks over it.
|
 
|
*'''Teleportation Pad''': Basically the exact same thing as the [[Syndicate Items#Briefcase_Launchpad|Traitor one]].
|-
(Keep in mind you can choose to pick NO powers and just go full stats)
!Frenzy
 
|3
'''STANDO POWAH!!!!'''
|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.
 
|
Now you must be asking yourself "hey what the hell are you talking about?!?! what is potential? what are points?" don't worry sweet child, i will now explain what all that bullshit means right about...
|
|-
!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==
==Stats and Building your Guardian==
(you don't get to pick your stats if you get your guardian from a arrow)
(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 [[Holoparasite#Powers of Holoparasites|guardian power]]
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 [[Holoparasite#Powers of Holoparasites|guardian power]]





Latest revision as of 23:14, 28 July 2023

BLUESPACE STAFF

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