# Bloodsuckers proposed rework If ideas or questions are presented please send them to p_l_a_n_t (Syndie Kate) on discord. ## Preface: Bloodsucker is currently in a really bad spot right now, as it is very easy to cheese and has little in the way of an actual goal. They are very overpowered for the little amount of work they need to put in. Overall, the goal of this is to slow vampire progression and realign bloodsuckers with the source material while making them more fun to play - ## Changes: ### Change Sol to weaken bloodsuckers instead of forcing them into Torpor - Sol should disable most powers, raise passive blood cost and make Bloodsuckers unable to revive until it ends. - Sol can be waited out in a coffin if desired, removing the passive blood cost increase. - When removed from a coffin, you are weakened and slowed for a bit under a minute. - Coffin locks now only take about 15 seconds to get through. 45 for secure. - Sol for frenzied vampires is immediately lethal, staying in your coffin prevents this and stops the blood loss from frenzy while in the coffin - If possible make a crew PDA app that can scan for solar flares. ### Change levelling to work based on objectives instead of age - Level cap based on blood drank, e.g if you drink 200 blood you gain 1 to your level cap permanently - Levels gained over the cap will be stored to either create new vampires or until the cap raises - Levels themselves are gained through side objectives and diablerie - Diablerie: Feed on another vampire until all blood is drained, siphoning off the other vampire's levels inefficienly until final death, and making the consumer's humanity lower greatly in the process. - Roundstart vampires start with a 20% levelling bonus (rounded down), which can be stolen if diablerized (optional change) ### Add side objectives and better main objectives - Main objectives should be focused around the clan primarily, check World of Darkness lore for inspiration. - Side objectives should be based on amount of humanity, clan, and frenzy - Masquerade breakers should progress slightly faster than non-masquerade breakers. Frenzy objectives should be batshit insane with high payouts. - Objectives can be given one of 3 ways (coder choice), make them somewhat competitive (kinda like spy) and cannot be done accidentally like traitor pet objectives. - Choices: - - New structure that gives quests - - Make it part of the antag panel/a reskinned uplink - - Make it an ability that gives you a choice of 3 ### Blood drank value changes - Do not include catatonic or bloodbags in this value - To count for this value, blood must be from a living, sentient carbon ### Change Masquerade infractions to Humanity and add more to Frenzy mode - Humanity stat depends on how "loud" your playstyle is, clan choices add multipliers to this - If you use powers in public, drink someone to death, or lose a vassal your humanity stat goes down making you go into frenzy if reduced enough - Staying at low humanity for a long period of time causes you to break the masquerade, giving other, masquerade-following vampires the side-objective to stake you and give you your final death. If kept at low enough humanity, activates frenzy mode - Frenzy no longer fully disables your abilities, instead increasing the blood cost majorly, while simultaneously making them much more combat-oriented and devastating. Passive blood cost is slowed from current value, but is still present and lethal. - Frenzy is now a permanent change, and can only be stopped by the Final Death. Damage multiplier for weaknesses (fire, holy, etc) is much higher. - Masquerade breakers, and frenzied vampires have a different hud icon ### Make Thralls more interesting - Make them addicted to vampire blood, they are loyal to their original master BUT can be swayed if given blood from another vampire - Make Thralls require vampire blood to stay a thrall - Potentially give thralls clan-specific powers - Thralls should be difficult to manage more than a few of, unless the clan already has abilities for it (ventrue mainly) - Thralls are turned feral when their current master frenzies or goes into final death and must find a new master before they dethrall. - Thralls have the feed ability, only works on vampires. Can hold 100 units of blood, if exceeded they slowly begin to siphon off levels from the donor vampire, once x levels are siphoned, turns into a level 1 vampire. - ### Clan specific changes/power changes - Ventrue now has a level cap at 6, but only loses 1 level from making a new vampire. - Tremere can now posess dead sentients, turning them into thralls with doubled blood drain rate that die on de-thralling/being stolen - Nosferatu can gain blood drank from nonsentients at 1/5th efficiency, masquerade starts broken, takes 20 minutes before murder quests are sent. - Malkavian gets the ability to sense the closest masquerade breaker (similar to pheremone sense) - Mesmerize and similar powers now have a visual effect, but work on moving targets. Channel is cancelled if the vampire or victim is danaged ### Drinking changes - Passive grab is now unable to drain people past lethal bloodloss. They are completely paralyzed and muted during this process and can only remember that someone grabbed them. - Aggro grabbed people are fully paralyzed and can be drank fully but CAN remember. They can also whisper while being drunk from (add chat alerts) - Frenzy causes you to drink MUCH faster, makes it nigh impossible to break out of feed grab without - Humanity drops if someone examines you while feeding stealthily (passive) and gives them an examine alert saying "you see their mouth buried into someone's neck!" or something similar. ### Vampire Enforcers (Optional but I will be sad if you dont) - Chance to spawn if 50%+ vampires break masquerade. Weight increases as percentage of masquerade breakers increases - Human authority is NEEDED, spawn as average vampire level and spawn amount equal to vampires on station - Goal is to kill the frenzied vampires and re-establish the masquerade - Spawns with vampire hunting equipment (stakes, lasers, etc) no holy items (they're vampires!). - Spawns in coffins floating towards the station in space. ### Vampire hunting equipment (OPTIONAL, mainly for flavor) - Standard vampire-hunter fare. Pair it visually with the witch hunter set - Stake launcher: A crossbow that takes both hands to fire, can be worn in suit storage or belt like an egun. Embeds stakes into the target and has a large reload time. Craftable - Silver bullets: Bullets made for the PACO that deal a lower amount of brute damage, but deals burn damage if the target is a vampire. - Garlic necklace: Prevents vampires from biting you as long as it is on. Craftable ### Threat changes - Bloodsuckers spawning naturally are now high threat (still medium for token purposes if possible) and spawns a minimum of 3 bloodsuckers, maximum of 5 - Make sure to make turned vampires a separate antag state that does not refund threat when killed --- ## Game Design & Gameplay Loops Explained ### Sol Sol is now more of a weakness period, where ### Basic Vampire playstyles #### Stealth Stealth vampires are meant to be very similar to how they are now, with the primary difference being that drinking human blood and doing quests is necessary to progress. Mostly conflict with interior forces like other vampires and thralls. May end up with a vampire army if left alone #### Enforcer With this change, depending on the round vampires may take more of a vampire hunter/masquerade enforcer role. Similar to the stealth vampire, but hunts masquerade breakers for faster levels. #### Frenzy The loudest playstyle, you let the beast completely take over. You become extremely strong quickly, at the cost of taking ALOT of blood to sustain and making enemies of everyone on the station. Generally not supposed to last too long #### Masquerade breaker For one reason or another, you broke the masquerade. You gain levels faster in general, but are unable to rely on the rest of the vampires around you. You must prevent yourself from frenzying while amassing enough power to stand against the followers of the masquerade. ### Thralls Your goal is to serve your master, get blood, and gain immortality if your master so desires. If your master is starving you of blood, find another source. If your master frenzies, take their power for yourself or find protection in a new master.