Vampires: Difference between revisions
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* You gain Vitae by '''Feeding''' on the living. Sentient targets give much more and feed faster. | * You gain Vitae by '''Feeding''' on the living. Sentient targets give much more and feed faster. | ||
* You spend it passively (a small tick drain) and actively (when using powers). | * You spend it passively (a small tick drain) and actively (when using powers). | ||
* You'll look pale when you're low | * You'll look pale when you're low on vitae. Normally not an issue, but can become quite suspicious. | ||
* Bloodpacks are a good snack, but only provide 100 Vitae. Not ideal. | * Bloodpacks are a good snack, but only provide 100 Vitae. Not ideal. | ||
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== Disciplines == | == Disciplines == | ||
Disciplines are your skill trees. Spend rank points to advance them | Disciplines are your skill trees. Spend rank points to advance them. Each has '''4-5 levels''' depending on your clan. | ||
{| class="wikitable" border="3" cellspacing="0" cellpadding="5" | {| class="wikitable" border="3" cellspacing="0" cellpadding="5" | ||
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Becoming Prince gives you: | Becoming Prince gives you: | ||
* An instant '''8 rank-ups''' | * An instant '''8 rank-ups'''. We'll pretend you always had this power and were thus a natural pick for princedom. | ||
* A unique HUD icon. | * A unique HUD icon. | ||
* The ability to '''appoint an Enforcer/Scourge''' (who gets a power boost and the objective to obey you). | * The ability to '''appoint an Enforcer/Scourge''' (who gets a power boost and the objective to obey you). | ||
* All vampires are notified of your claim. | * All vampires are notified of your claim. | ||
Princes are held to a higher standard. '''You will be expected to at least attempt to keep the masquerade.''' Other vampires can ignore you | Princes are held to a higher standard. '''You will be expected to at least attempt to keep the masquerade.''' Other vampires can ignore you, at the risk of angering two very powerful elders. | ||
=== Diablerie === | === Diablerie === | ||
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|No Breathing | |No Breathing | ||
|Don't need to breathe | |Don't need to breathe | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
|No Critical Damage | |No Critical Damage | ||
| | |You do not enter crit like normal, instead being able to walk 'till you drop. | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
|Cold Resistant | |Cold Resistant | ||
| Line 451: | Line 448: | ||
|Geneless | |Geneless | ||
|Unaffected by genetic modification | |Unaffected by genetic modification | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
|No Taste | |No Taste | ||
|Cannot taste food | |Cannot taste food | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
|Virus Immune | |Virus Immune | ||
| Line 469: | Line 457: | ||
|Toxin Immune | |Toxin Immune | ||
|Immune to toxins | |Immune to toxins | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
|Night Vision | |Night Vision | ||
| Line 538: | Line 520: | ||
* '''Never let your blood bottom out.''' a starving vampire is a panicking vampire, and panic leads to mistakes. Keep your blood over 300. | * '''Never let your blood bottom out.''' a starving vampire is a panicking vampire, and panic leads to mistakes. Keep your blood over 300. | ||
* '''Fire is permanent death.''' Avoid it like your unlife depends on it, because it does. | * '''Fire is permanent death.''' Avoid it like your unlife depends on it, because it does. | ||
* '''Know your safe zones.''' Maintenance, Morgue, Prison, Shuttles | * '''Know your safe zones.''' Maintenance, Morgue, Prison, Shuttles. | ||
* '''Hit your Vitae Goal every Sol cycle.''' Sentient blood only. Keep ranking up, keep gaining power. | * '''Hit your Vitae Goal every Sol cycle.''' Sentient blood only. Keep ranking up, keep gaining power. | ||
* '''Spend your 3 starting rank points wisely.''' They define your early game. | * '''Spend your 3 starting rank points wisely.''' They define your early game. | ||
| Line 546: | Line 528: | ||
* '''Stake them.''' A wooden stake in the chest keeps them in Torpor. It's your best tool. | * '''Stake them.''' A wooden stake in the chest keeps them in Torpor. It's your best tool. | ||
* '''Burn them.''' Fire is the ''only'' way to achieve Final Death. | * '''Burn them.''' Fire is the ''only'' way to achieve Final Death. | ||
* '''Look for tells''' | * '''Look for tells.''' Pale skin, no heartbeat, cold body temperature. | ||
* '''Curators''' are naturally immune to almost every vampire power. Bring one. | * '''Curators''' are naturally immune to almost every vampire power. Bring one. | ||
* '''Thick suits''' (hardsuits, etc.), as well as garlic juice in your bloodstream block feeding. | * '''Thick suits''' (hardsuits, etc.), as well as garlic juice in your bloodstream block feeding. | ||
Revision as of 00:28, 3 March 2026
| ENEMY STAFF | |
Vampire |
Access: N/A Additional Access: Anywhere you can sneak or teleport to Difficulty: Medium to Hard Supervisors: The Prince (if one exists) Duties: Feed on the living, maintain the Masquerade, advance your Disciplines, complete your objectives Guides: This is the guide Quote: "Although you were born a mortal, in undeath you earned a new name..." |
You're dead. Congratulations! You're also hungry, photosensitive, and about to have a very complicated relationship with the crew.
Vampires hide in plain sight aboard the station, feeding on the living to fuel their unholy powers. You'll pick a Clan that defines your abilities, drink enough blood to rank up before each Sol (daylight cycle), and above all else: Keep the Masquerade. Nobody can know what you are.
Getting Started
First things first: you spawn with Feed and a Clan Selection prompt. Pick your clan, you can't do anything until you do. Once chosen, you get 3 rank points to immediately spend on your clan's Disciplines (skill trees), plus your objectives.
Every vampire shares one golden rule: keep the Masquerade. Don't let mortals see the monster. Beyond that, your clan shapes how you play, brawler, schemer, blood mage, socialite, etc.
Tip: Hit the Vampire Guide button in-game for a detailed breakdown of your powers and stats. You can also click your HUD meters for more info!
Your HUD
You get three important readouts:
- Vitae meter - Your blood level. This is your health, your mana, your everything. If it bottoms out, you Frenzy.
- Humanity meter - How human you still feel. Stay at 7+ to keep the Masquerade power. Drop too low and bad things happen.
- Sol timer - This sun is temperamental. Flares are common. Be somewhere safe, or be dust.
Core Mechanics
Vitae (Blood)
Vitae is your fuel for everything. Healing, powers, and simply existing.
It is the condensed vitality and life of an organism, absorbed from their very blood. Notably, higher-ranking people and more well-off people have higher quality vitae. The VIP is an especially tasty snack.
- You gain Vitae by Feeding on the living. Sentient targets give much more and feed faster.
- You spend it passively (a small tick drain) and actively (when using powers).
- You'll look pale when you're low on vitae. Normally not an issue, but can become quite suspicious.
- Bloodpacks are a good snack, but only provide 100 Vitae. Not ideal.
Humanity
Humanity ranges from 0 (complete monster) to 10 (practically human). Your clan determines where you start, and Toreadors have doubled gains and losses.
Going up - Do nice, mortal things:
- Hug crew members
- Pet animals
- Appraise art
Going down - Give in to the beast:
- Enter Frenzy
- Drain someone dry
- Various other monstrous acts
Why it matters: At Humanity 7+, you can use the Masquerade power. Drop below that and you lose it. At Humanity 2 or below, walking into the Chapel sets you on fire.
Higher Humanity also helps you resist Sol damage.
The Masquerade
The sacred law: don't let mortals know you're undead. Every vampire shares this objective.
Get spotted feeding or using obvious powers? That's a Masquerade Infraction. Rack up 3 and you break the Masquerade:
- Your HUD icon marks you as a breaker for all vampires to see.
- Your vassals can be stolen by other vampires.
- Other vampires can feed on you and commit Diablerie (stealing your power).
- Every other vampire gets an objective to destroy you.
- If you're the Prince, this is catastrophic. Consider wiping the station of all life and hoping the elders on Central Command do not find out.
Note: Admins have a handy button that lets them quickly add an infraction to you. Don't think you can just get away with revealing yourself just because the system does not track chat messages.
Ranking Up
Every vampire levels up the same of three ways. You will likely not reach max rank, so consider which disciplines you want to level up carefully. You may only get to max out one of them.
Each rank gives you:
- +0.05 passive regen
- +100 max Vitae
- +0.5 punch damage
- Your existing powers scale up
- A new Discipline level to unlock
How it works:
- Drink enough sentient blood to hit your Vitae Goal. You can find out more about your progress by clicking the vitae meter.
- When Sol ends, if you met the goal, you earn a rank point.
- Spend it via the Level Up radial menu.
You may also consider your eligibility for scourge or princedom, or even engineer the masquerade break of a rival to attempt a diablerie. All roads to power are valid.
You start with 3 rank points to spend right away. Each clan has 3 Disciplines with 4 levels each (12 total rank-ups to max out). After that, extra ranks just give stat boosts.
Sol (Daylight)
The sun will kill you. Sol cycles are always active and announced on the weather channel. You may hop into a locker, or enter a shielded area. Regardless, once you do either, you will not die. It will drain you until 500 vitae, and stop there.
- Cycle: 20-minute days with 1.5 minutes of downtime between them.
- During Sol: Unshielded vampires take burn damage and rapid blood drain. Run out of blood entirely and the damage gets much worse. Get caught in the open and you will be dusted.
- Shielded areas: Maintenance, Morgue, Prison, AI-monitored areas, Holodeck Prison, and Shuttles. While shielded, Sol drains you down to 500 Vitae but no further. In a coffin, it doesn't drain you at all.
- Warnings come at 90 seconds out and again closer to sunrise.
- After Sol: If you hit your Vitae Goal, you earn a rank-up point.
- Higher Humanity reduces Sol damage.
Torpor
Vampires are already dead, and so cannot die. However, enough damage can still incapacitate you.
Torpor is the state of being where a vampire is slightly more dead than usual. When you hit 0 health, you collapse into a deathless sleep.
While in Torpor:
- You are dead. No, really.
- You can't use most powers.
- You slowly heal (3x outside a coffin, 5x inside one).
- In a coffin: limb regeneration, embedded object removal, and fire extinguishing.
- Immune to pressure extremes.
You wake up when fully healed, unless someone has staked you, which locks you in Torpor indefinitely.
Frenzy
If your Vitae drops below a set point, the Beast takes over.
Your frenzy limit is influenced by your humanity rating. You an check it by clicking on your vitae meter.
During Frenzy:
- -1 Humanity immediately.
- You become stun-immune and faster.
- You're muted and deafened. Talking is the last thing on your mind now.
- All powers shut off. You can only Feed and Trespass (if you have it).
- Grabs are instantly aggressive.
To end it: Feed until you're back above the threshold.
Frenzy in public is a death sentence. Don't let your blood get this low.
Final Death
If a vampire in Torpor or death takes fire damage exceeding 2.5x their max health, they're gone, permanently. The body turns to dust, all vassals are freed. No coming back.
Burn damage is your worst enemy. Respect it.
Default Powers
Every vampire gets these, no matter what clan you pick.
Clans
Your clan defines who you are. Each one has unique lore, a starting Humanity, and three Disciplines. Mechanically they all work the same, the difference is entirely in what powers you get and how you play.
Brujah
Warrior-scholars turned fierce, argumentative rebels. They hit things. Hard.
| Property | Value |
|---|---|
| Starting Humanity | 8 (Caring) |
| Blood Drinking | Normal |
| Disciplines | Celerity, Potence (Brujah variant), Presence |
The Brujah are brawlers and rebels with the exclusive Brash ability, a souped-up version of Brawn that can smash through walls, reinforced structures, and send people flying. Pair that with Celerity's speed and Presence's crowd control and you've got a wrecking ball with fangs.
Brujah don't answer to the Camarilla or the Prince. The Prince might have opinions about that, but that's the Prince's problem.
Special: Brujah Potence grants Brash instead of regular Brawn, which scales to break through increasingly tough structures.
Ventrue
The rightful leaders of Kindred society. Just ask them.
| Property | Value |
|---|---|
| Starting Humanity | 9 (Compassionate) |
| Blood Drinking | Snobby (refuses mindless/mice) |
| Prince Selection Bonus | |
| Disciplines | Presence, Dominate (Ventrue variant), Fortitude |
The Ventrue are born leaders. Their Dominate variant unlocks Command at level 3 instead of 4, letting them brainwash people earlier than anyone else. Combined with Fortitude's tankiness and Presence's social control, Ventrue are aristocratic powerhouses.
Special: They have a large score bonus in matters of prince selection. If there is a Ventrue present, expect them to win the vote.
Tremere
Secretive blood mages. Everyone mistrusts them. Everyone fears them.
| Property | Value |
|---|---|
| Starting Humanity | 7 (Normal) |
| Blood Drinking | Normal |
| Disciplines | Dominate, Auspex, Thaumaturgy |
The Tremere have exclusive access to Thaumaturgy, a full suite of offensive blood magic including Blood Boil, Blood Drain, Blood Shield, and Blood Bolt. Pair that with Dominate's mind control and Auspex's supernatural senses and you've got the most versatile toolkit in the game.
Special: Thaumaturgy is Tremere-only. No one else gets to play blood wizard.
Toreador
The clan of artists, divas, and people who are way too pretty for their own good.
| Property | Value |
|---|---|
| Starting Humanity | 10 (Saintly) |
| Blood Drinking | Snobby (refuses mindless/mice) |
| Princely Score Bonus | |
| Disciplines | Celerity, Auspex, Presence |
Toreadors start with the highest Humanity (10) and are masters of social manipulation and perception. Their Humanity gains and losses are doubled. They swing wildly between saint and monster. Their social control combined with the utility of auspex, and the punch of speed they gain from Celerity makes them an adaptable choice.
Special: Doubled Humanity swings. Handle with care.
Malkavian
Insane seers who see too much and understand too little. Or maybe too much. Hard to tell.
| Property | Value |
|---|---|
| Starting Humanity | 8 (Caring) |
| Blood Drinking | Normal |
| Disciplines | Auspex (Malkavian variant), Obfuscate, Dominate |
Malkavians are prophets cursed with madness. The moment you join, you get permanent hallucinations, Bluespace Prophet brain trauma, and X-ray vision. You'll also periodically blurt out cryptic nonsense. Their unique Auspex variant goes to level 5, unlocking Astral Projection.
Special:
- Permanent X-ray vision and hallucinations.
- Random cryptic whisper outbursts (suppressed while Masquerade is active).
- Auspex Level 5: Astral Projection, leave your body as a ghost to scout anywhere.
Disciplines
Disciplines are your skill trees. Spend rank points to advance them. Each has 4-5 levels depending on your clan.
Structures and Crafting
Becoming a vampire unlocks a Vampire crafting tab. You build structures by hand from normal materials using the crafting menu.
Vassals
Vassals are mortals you've converted to serve you, created via the Vassal Rack..
How to make one:
- Target must be conscious (or unconscious on the rack), have a mind, and not be a blacklisted antag (other vampires, changelings, cultists, etc.).
- Strap them to the rack, click them to start the conversion.
- Keep clicking. It goes faster with a sharp implement.
- They're now mind-enslaved to you.
What vassals get:
- Recuperate Ability - self-healing.
- Distress Ability - signal you for help.
- A tracker showing your location.
- The Vampiric language.
- Membership in your faction.
Loyalty warning: If you break the Masquerade, other vampires can steal your vassals.
Vampire Society
About 10 minutes after the first trio of vampires spawns, a vote is held to establish vampire society.
The Prince
Eligible vampires can sign up for princedom. Selection favors blue-blooded clans and higher playtime.
As prince, you are expected to take up the mantle of leader among your kin. You will uphold the masquerade with a bloody fist, and are encouraged to even pre-emptively destroy other vampires that you believe cannot be trusted to keep quiet.
Do not go easy on them. If they disobey, if they break the masquerade, come down on them like the fist of god. The masquerade must be kept, at ALL costs.
Becoming Prince gives you:
- An instant 8 rank-ups. We'll pretend you always had this power and were thus a natural pick for princedom.
- A unique HUD icon.
- The ability to appoint an Enforcer/Scourge (who gets a power boost and the objective to obey you).
- All vampires are notified of your claim.
Princes are held to a higher standard. You will be expected to at least attempt to keep the masquerade. Other vampires can ignore you, at the risk of angering two very powerful elders.
Diablerie
If you drain a vampire who has broken the Masquerade, you commit Diablerie. You absorb a portion of their power (total levels / 1.5) and lose a third of their Humanity. Incredibly taboo. Incredibly rewarding.
Objectives
You get objectives from three categories:
Ego
- Claim a Lair - Get a coffin and keep it till shift end.
- Bind a Department - Vassalize someone from a specific department.
- Ascend the Ranks - Reach rank 8 before the shift ends.
Hedonism
- Collect Hearts - Keep 2-3 organic hearts on you.
- Gorge - Consume 500-1000 units of blood total.
- Complete Drain - Drain someone completely dry.
Survival
- Endure - Don't die. Simple as that.
Innate Traits
All vampires automatically gain these traits. You're basically unkillable by conventional means, with a few notable exceptions.
| Trait | Effect |
|---|---|
| No Breathing | Don't need to breathe |
| No Critical Damage | You do not enter crit like normal, instead being able to walk 'till you drop. |
| Cold Resistant | Immune to cold temperatures |
| Radiation Immune | Immune to radiation |
| Geneless | Unaffected by genetic modification |
| No Taste | Cannot taste food |
| Virus Immune | Immune to diseases |
| Toxin Immune | Immune to toxins |
| Night Vision | Can see in the dark |
| See Mobs | Can see living creatures through darkness |
| Flash Vulnerability | Slightly more vulnerable to flashes |
On top of all that:
- +2 base punch damage (scales with rank)
- 0.45x stamina modifier (shrug off about one taser shot)
- All addictions and mutations are cured when you turn.
Weaknesses and How To Fight Vampires
Vampires are tough, but they're far from invincible. Here's what hurts them.
Stakes
A wooden stake in the chest blocks most powers. This is the #1 way to shut one down. Note that if they are conscious during it, some cuffs will be required. Otherwise they will simply pull it back out.
Fire
The big one. If a vampire accumulates fire damage exceeding 2.5x their max health, they suffer Final Death and turn to dust. Burn damage also heals slower than brute.
The Chapel
Vampires at Humanity 2 or below catch fire just by walking in, though that is rare to occur.
Holy Resistance
Targets with holy magic resistance can block Thaumaturgy abilities like Blood Boil. This is extremely strong.
Curators
The vampire's natural enemy. Curators are immune to feeding, Mesmerize, Entrance, Summon, Awe, Force of Personality, and Command.
Sol
Catch a vampire in the open during Sol and they're done. Massive burn damage, rapid blood drain, and if they're outside maintenance, final death.
Detection
Most of these won't work if the vampire is maintaining masquerade. But they can't do so forever. Sooner or later, everyone slips up.
- No heartbeat.
- Pale skin when blood is low.
- Cold body temperature.
- Health Analyzers
- The Archive of the Kindred
Tips and Strategy
Playing as a Vampire
- Pick your clan for your playstyle. They all work the same mechanically; the difference is in the powers.
- Keep your Humanity up. Hug people, pet animals, admire art. Losing Masquerade access is rough.
- Feed quietly. Non-combat feeding is nearly silent. Use it frequently and shamelessly.
- Never let your blood bottom out. a starving vampire is a panicking vampire, and panic leads to mistakes. Keep your blood over 300.
- Fire is permanent death. Avoid it like your unlife depends on it, because it does.
- Know your safe zones. Maintenance, Morgue, Prison, Shuttles.
- Hit your Vitae Goal every Sol cycle. Sentient blood only. Keep ranking up, keep gaining power.
- Spend your 3 starting rank points wisely. They define your early game.
Fighting Vampires
- Stake them. A wooden stake in the chest keeps them in Torpor. It's your best tool.
- Burn them. Fire is the only way to achieve Final Death.
- Look for tells. Pale skin, no heartbeat, cold body temperature.
- Curators are naturally immune to almost every vampire power. Bring one.
- Thick suits (hardsuits, etc.), as well as garlic juice in your bloodstream block feeding.
- Frenzied vampires are fast and dangerous, but are actively dying. Shoot them with incendiary weapons, and don't get caught.
- Sol is your advantage. It's announced on the weather channel. Herd vampires into the open and watch them burn.
Game Modes on beestation
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