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 - a dead giveaway.
* 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 - each has '''4-5 levels''', and levelling a Discipline empowers all abilities tied to it. You choose what to upgrade; nothing auto-levels.
Disciplines are your skill trees. Spend rank points to advance them. Each has '''4-5 levels''' depending on your clan.


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{| 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''' - a massive power spike.
* 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 - at the risk of angering two very powerful elders.
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 ===
Line 436: Line 436:
|No Breathing
|No Breathing
|Don't need to breathe
|Don't need to breathe
|- style="text-align: center;"
|Sleep Immune
|Cannot be put to sleep normally
|- style="text-align: center;"
|- style="text-align: center;"
|No Critical Damage
|No Critical Damage
|Don't take critical state 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
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|Geneless
|Geneless
|Unaffected by genetic modification
|Unaffected by genetic modification
|- style="text-align: center;"
|No Soft/Hard Crit
|Don't enter soft or hard critical states
|- style="text-align: center;"
|Stable Heart
|Heart cannot be easily stopped
|- style="text-align: center;"
|- style="text-align: center;"
|No Taste
|No Taste
|Cannot taste food
|Cannot taste food
|- style="text-align: center;"
|Cold Blooded
|Body is room temperature
|- style="text-align: center;"
|- style="text-align: center;"
|Virus Immune
|Virus Immune
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|Toxin Immune
|Toxin Immune
|Immune to toxins
|Immune to toxins
|- style="text-align: center;"
|Stable Liver
|Liver functions normally regardless
|- style="text-align: center;"
|Drinks Blood
|Species trait - you drink blood
|- style="text-align: center;"
|- style="text-align: center;"
|Night Vision
|Night Vision
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* '''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 - memorize them for Sol.
* '''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.
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* '''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''' - pale skin, no heartbeat, cold body temperature.
* '''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:

  1. Drink enough sentient blood to hit your Vitae Goal. You can find out more about your progress by clicking the vitae meter.
  2. When Sol ends, if you met the goal, you earn a rank point.
  3. 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.

Icon Name Vitae Cost Description Cooldown
Feed None Click a living target to drain their blood. In non-combat mode, the target is quietly mesmerized and forgets it happened (1-tile detection radius). In combat mode with an aggressive grab, feeding is much faster but way more obvious (7-tile radius). Draining someone completely risks a Masquerade Infraction. Snobby clans (Toreador, Ventrue) refuse to feed on mindless creatures or mice. Curators are immune. 1 second
Masquerade 10 (+0.1/tick) Fake being alive. Your heart beats, Health Analyzers read normal, and you gain a genetic sequence. The catch: you lose all vampiric healing and most vampire traits while it's active. Any diseases or mutations picked up while Masquerading are cured when you drop it. Requires Humanity 7+. 5 seconds
Vanishing Act 100 Appears 90 seconds before Sol if you have a claimed coffin. Teleports you home after a short delay. A rat or bat spawns where you vanished. If mortals see you do it, you drop all your stuff. Single use. 100 seconds

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
15 (highest)
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
10
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.

Discipline Description
Potence Raw supernatural strength. Grants Brawn (a devastating punch that scales up to break restraints, closets, and airlocks; EMPs cyborgs) and Predatory Lunge (spring at a target to grab them; attacks from behind or darkness knock them down; instant at level 4; can tear organs from corpses). Brujah get Brash instead, which breaks walls, reinforced windows, bolted airlocks, and sends people flying. Picking a Potence clan also gives +8 base punch damage.
Celerity Supernatural speed. Immortal Haste lets you dash to a target location, knocking down anyone in the way (cooldown drops with level). At level 4, you also get Exactitude, imbuing your punches with such preternatural precision that you auto-punch the nearest target in combat mode.
Presence Supernatural charisma and crowd control. Level 1: Entrance (disorient a mortal, slowed, muted, can't use items for 20s). Level 2: Summon (compel someone to walk towards you). Level 3: Awe (toggle an aura that quietens, slows, and draws people toward you). Level 4: Force of Personality (toggle a pushback aura, repelling people with your sheer presence). Curators and vampire-aligned creatures are immune.
Dominate Mind control. Mesmerize locks someone in place by meeting their gaze (must face each other with eyes uncovered; scales up to work through face protection and eventually without eye contact). Command lets you issue a one-word brainwash order (60s duration at level 1, 180s at level 2; violent commands are refused). Ventrue unlock Command at level 3 instead of 4.
Obfuscate Stealth and deception. Cloak of Darkness toggles near-invisibility (completely invisible to silicons; slight speed penalty). Level 2: Trespass, become mist and pass through doors and obstacles (not walls) for 2 tiles; quieter at higher levels and is usable in Frenzy. Level 4: Veil of Many Faces, which lets you assume a random new identity. Deactivating restores your original form.
Auspex Supernatural senses. Toggle enhanced vision (+2/+3/+5/+7 sight range). Meson vision at level 2, X-ray at level 4. Costs blood per tick. Malkavian variant has a 5th level: Astral Projection, which lets you leave your body as a ghost (costs 400 Vitae).
Fortitude Unearthly toughness. Toggle brute and stamina resistance (0.8x/0.6x/0.4x/0.3x damage by level). Level 1: pierce immunity. Level 2: push immunity. Level 3: dismember resistance. Level 4: complete stun immunity.
Thaumaturgy Blood magic (Tremere only). Level 1: Blood Boil, curses a target with bloodloss, burn damage, and slowing. Level 2: Blood Drain, fires a beam that steals blood and heals you. Level 3: Blood Shield, lets you summon a shield in your off-hand (100 block power, 15 Vitae drained per hit). Level 4: Blood Bolt, which fires a long-range blood projectile (40 burn, 80 tile range, busts open closets and airlocks).

Structures and Crafting

Becoming a vampire unlocks a Vampire crafting tab. You build structures by hand from normal materials using the crafting menu.

Icon Name Description
Coffin Your lair. Claim a coffin to establish your home base. Provides 5x Torpor healing, limb regeneration, embedded object removal, fire extinguishing, and enables Vanishing Act.
Throne A vampiric throne. A symbol of your power and domain. You are able to remotely speak to all other vampires as well as your vassals when seated on this.
Candelabrum A dark, atmospheric light source for your lair. It will drive mortal minds to insanity by it's mere presence.
Vassal Rack Used to convert mortals into Vassals. Place a target on the rack to begin the conversion process. Costs blood.

Vassals

Vassals are mortals you've converted to serve you, created via the Vassal Rack..

How to make one:

  1. Target must be conscious (or unconscious on the rack), have a mind, and not be a blacklisted antag (other vampires, changelings, cultists, etc.).
  2. Strap them to the rack, click them to start the conversion.
  3. Keep clicking. It goes faster with a sharp implement.
  4. 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.
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, Paramedic, Chemist, Geneticist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Prisoner, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Blood Brothers, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role
Game Modes on beestation

Traitor


Changeling


Nuclear Emergency


Revolution


Blood Cult


Clockwork Cult


Wizard


Heretics


Other Modes