# Bloodsuckers ## A Vampiric antagonist Bloodsuckers are an antagonist inspired by Vampire: The Masquerade, crew members who suddenly woke up as Bloodsuckers (or are Bloodsuckers who have broken out of containment), and have to live their lives in secret to not get hunted down, following the Masquerade to avoid being detected. Giving tons of different ways to play and optional objectives to do, Bloodsuckers are meant to be a powerful antagonist, both solo and team. ## Goals 1. Gives a new Antagonist for people to play 2. Different things you can do, so there isn't one specific path to take every time, more on the end of Traitor uplinks' vast array of items to purchase, and less like Changeling's powers, which people tend to have a favorite set of powers to get every round. 3. Forces Security to not automatically assume anyone that can self-revive is a Changeling and cant be killed the same way. ## Non Goals 1. Be a copy of Changeling or Cult 2. Have friendly Bloodsuckers helping fight other Antagonists. 3. Have OP Bloodsuckers with 50 vassals overrun the Station. ## Powers Bloodsucker Powers is everything they can do in-game, all by action buttons. - Masquerade is their primary ability, which is supposed to hide them being a Bloodsucker, and giving them limited human abilities (like hiding blood level, giving genes so they can get mutations, ect) They should get stronger overtime, which you do by making a Power, then look how it is used in-game and decide what to do between the following: 1) Make its intended ability only happen later in the round, starting them off with a weak version of the power that slowly moves to your intended ability (Example: Fortitude) 2) Start as its intended ability, but grow even stronger overtime. (Example: Brawn) While you can do a mix of both, what you should do, depends on how strong the Power is during it's intended strength. Powers get stronger overtime, so it is important to have a lot of Powers that can all be good in its own right, forcing Bloodsuckers to choose a Power they want to reach its full potential, giving diversity between powers every round. - While Predatory Lunge starts off as a strong ability, especially to put people to sleep, Mesmerize will put people to sleep at later levels, making it way easier to kidnap people that would otherwise break out of your lunge's grab and escape. ## Life Bloodsuckers need Blood to survive, but if people confirm their existance, it is likely Security/validhunters will gear up and go on the hunt for all Bloodsuckers. Because of this, Bloodsuckers have to uphold the Masquerade code, and kill Bloodsuckers who break it. Bloodsuckers have an odd lifestyle. They want to uphold the Masquerade, and want to appear human, which is easier to do when you FEEL Human. Therefore, they have humanity that they lose by doing inhumane things. **Traits:** - Passively resistant to brute, with passive supernatural healing scaling with level. - Night and Thermal vision for Bloodsucking needs in the dark. - Undead, therefore has cold blood, a non-beating heart, complete immunity to toxin and oxygen damage, and can't fall asleep or enter critical condition (outside of Torpor). - Weak to burn damage, including fire, hot temperatures and lasers. - Constant blood loss. - Lack of DNA, making it easy to find out with a Genetic Analyzer. - Weak to bright light, requiring 2 layers of protection for flashing/welders. #### Torpor (Temporary Death) Sleeping in a Coffin or dying normally, should cause a Bloodsucker to enter Torpor, also known as Temporary death. Here, they should heal Brute **and Burn**, which is increased while in a Coffin. Once they recover their health (<10 brute, or <10 brute/burn if in a Coffin), they will exit Torpor, as long as it isn't Daytime. While in Torpor, if you are staked, you will immediately enter Final Death, regardless of other types of Damage. As you are put in Torpor during Daytime in a Coffin, if someone breaks your Coffin open, you should remain asleep until the end of the Day. #### Final Death Bloodsuckers should reach Final Death if they reach one of the following: 1) Too much Burn damage 2) A stake went through their Heart while asleep 3) They have been debrained 4) They have had their body incinerated or gibbed They should enter Final Death, turning to dust, losing the ability to revive ever again. ### Sunlight/Sol Sol is a Day/Night Cycle, where every 10-15 Minutes, there should have a time where the Sun is out for ~1 Minute. **Pros:** 1) Bloodsuckers get stronger by sleeping through Sol. 2) It is short enough that a Bloodsucker isn't kicked out of the round for too long. 3) It gives Vassals use outside of following you around, keeping you cover while you're asleep. **Cons:** 1) You are entirely vulnerable during Sol. 2) If discovered, your lair can be camped out, forcing you to go to them, to be attacked when you need to Sleep. Bloodsuckers have to sleep during the Sunlight by entering in a Coffin, or to a lesser extent, lockers. Not being in a locker/coffin, Bloodsuckers should quickly burn to death Sleeping through the Day should make you get older, and stronger by extent, by giving you a new Level you can spend on improving yourself. If you are in a Coffin (and not part of Ventrue, who cannot use their levels alone), you should be able to immediately use your new level, getting a new Power (or in the case of Tremere, upgrading one), simultaneously upgrading all your other currently owned Powers - If you have unspent levels, you should be able to spend them whenver you want. There should have an easy way to spend all levels, perhaps by sitting on a Blood throne, but you should be able to spend them by entering your Claimed coffin. ## Frenzy/Humanity Bloodsuckers are enraged when they are low on blood, this effect is called Frenzy. The blood you need to enter this scales with how 'human' you are, called your 'Humanity level'. While in a Frenzy, Bloodsuckers cannot use most of their default Powers, and are very strong. Compared to normal Bloodsuckers, Frenzied Bloodsuckers can instantly aggressively grab people, and hold off against stuns. This is both because they are full of adrenaline, and because they need a way of drinking blood quickly without using their Powers. ## Masquerade Becuase staying stealthy is all Bloodsuckers are about, they have to follow a Masquerade code. Being discovered by a Curator with the Archives of the Kindred, or feeding off of people publicly too many times breaks the Masquerade. Breaking the Masquerade makes you valid to all other Bloodsuckers, as you being discovered is also a threat to their existences. Your HUD changes, making you easily distinguishable from other Bloodsuckers, no matter what you try. Your Vassals can also be stolen from you, and taken for themselves. ## Base Bloodsucker bases should be either a temporary place to hide from the Sunlight, to a very nicely decorated place that gives you the ability to vassalize a ton of people and scare off potential attackers. Bloodsuckers should learn new constructs to build once they claim their Coffin, allowing them to advance their Base. - It should start off with just their Coffin, which then upgrades to a Persuasion rack/Candelabrum - At later levels, they should be able to get a Blood throne, allowing them to telepathically speak to their Vassals, and creepy decorations, like Blood paintings and statues. All Bloodsucker structures can only be used when bolted in place, which cannot be done outside of your lair (decided by where you've claimed your coffin). You should be able to move your lair, but it unbolts all your structures, you either have it all or have nothing. ### Coffin The Coffin can be claimed to set your lair's location. When claimed, your Coffin cannot be opened by others while you are inside it, as it is locked. People can break the lock by crowbaring the Coffin, or can break it open by hitting it. - Coffins can be upgraded to have different stats in terms of resistance and time required to break the lock, allowing use for different types of coffins. - For example, Meat coffins will protect you from being set on fire in your sleep, but Secure coffins will keep you safer longer if someone were to try to break your lock, and metal coffins will save you just long enough to wake up if someone tries shooting it open. - Stronger Coffins should be only unlocked once you've claimed your first Coffin, being an upgrade to your current one. ## Vassals Vassals should be an optional path for Bloodsuckers to use (and Ventrue gets even more advantages to use) which change Bloodsuckers from a Solo antag to a Team one. ### Pros: 1) You have a teammate to help you if you need 2) You can use them to your advantage for Silicon (lawset dependent) ### Cons: 1) They might weight you down 2) They get deconverted by being Mindshielded, and they remember everything, which leads to: 3) They can only be converted in your base, as you cannot place structures anywhere else. 4) Mindshielded people and Antagonists can refuse to join you, with some antagonists being outright blacklisted from being Vassalized. This gives it enough worth to mess around with, while having enough of a drawback to warrant not always messing with. Teammates are cool, but are you willing to go through all that effort and risk getting caught now or in the future? - Bloodsuckers can also assign 1 **Favorite Vassal**, which is a regular Vassal that gets a bonus depending on your Clan, and cannot be deconverted. They are meant to be the Vassal you keep at your side, keeping the order when you are unable to (ex: currently sleeping in your Coffin) ## Clans Clans, to people not familiar with V:tM, can be described like Heretic's different paths. It has a large impact on your round, with some being more original than others. ### Brujah The Brutes that deal damage and mostly enjoy getting into fights. They are easily angered, and can enter Frenzy at will, giving them a major combat advantage, but increasing the risk of breaking the Masquerade. ### Nosferatu Nosferatu are sewer-people. They should be afraid of showing their faces publicly in fear of instantly being shown off as a Bloodsucker. This forces them to hang around maintenance, giving them a harder time to stay stealthy than other Bloodsuckers. ### Tremere Tremere are Blood magicians, they have all sorts of cool Powers that work unlike all other Powers. They spend their ranks to upgrade them, rather than getting a new Power and having them all get upgraded along with it. They are limited to 3 Powers, which is way less than every other Bloodsucker, but in exchange they can do very powerful things later in the round, turning them into an invisible, shielded, bloody necromancer. ### Ventrue Ventrue is the metagang Clan. They cannot get new Powers overtime, and instead spend their round slowly turning a Vassal into a Bloodsucker. This is the team stealth antag, where you are forced to rely on your Vassal for protection, and your Vassal is forced to rely on you for strength. ### Malkavian Malkavians are in an odd spot at the moment, but they are intended to be the know-it-all Clan. They know things that not even the Player controlling them does, giving them a knowledge advantage. This is at the cost of stealth, as they randomly mumble things to themselves, sometimes out loud and even in the Blahsucker language, creeping people who can hear. ## Objectives Objectives for Bloodsuckers should mostly be Optional, as Objectives are more of a Guide on things you want to do if you want, but shouldn't be forcing you to do any of it if you want to 'Greentext'. It is a bad idea to force Bloodsuckers with the objective to Vassalize 2 Security personnel to only be able to Vassalize them, and no one else, if any. It ruins the point of chosing your own path. - The exception to this is Clan objectives. When you choose a Clan, you are also signing up to do what it is asked of you. This is so you can learn how to take full advantage of what your Clan and other Bloodsucker stuff, can do. - Example: Ventrue has to turn their Favorite Vassal into a Bloodsucker, teaching them how they can make their Vassal stronger. Nosferatu has to steal the Archives of the Kindred, teaching them that the Archives is a powerful tool if used by a Curator. ## Curators/Archives of the Kindred Many Antagonists are handled by Chaplains, which leads to a sense that the Chaplain's job is to Validhunt. To counter this, Bloodsuckers are weak to Curators, enough to make them a viable threat, but not enough that you'll see a Curator getting deputized every time a Bloodsucker is confirmed. Curators shouldn't cause a Bloodsucker to break the Masquerade from Feeding in public (as they are already aware of Bloodsucker's existence), and unlike the Chaplain to Cult, Curators can be converted to a Vassal. Most of their power comes from the Archives of the Kindred, a book that reveals Bloodsuckers, causing them to break the Masquerade. This is easily countered by a Nosferatu Bloodsucker, who has the objective to take this book. Without it, Curators are just about the same as any other Crewmember. This is also a nice reference to Devils, who was another Antagonist that was countered by a Curator with a Book. Curators are ex-Wizards, so they know things other Crewmembers don't, like Bloodsuckers. ## Fighting a Bloodsucker Bloodsuckers should be incredibly resistant to brute and extremely good at melee combat, especially if they take advantage of their abilities. The easiest way to fight a Bloodsucker is with Burn damage. The stronger a Bloodsucker is, the more damage they will take to Burn damage. Setting them on fire, breaking their Coffin during Daytime, or using Laser fire, will be deadly to a Bloodsucker. As Bloodsuckers can heal themselves of Brute (and even Burn while dead), you have to ensure they are permanently killed. This is done by either giving enough Burn damage that they get gibbed, putting a stake through their heart, incinerating their body, or debraining them. Unlike Changelings, Bloodsuckers need their brains, as they are undead, not flesh monsters. If a Bloodsucker loses their brain, the brain will get dusted and the Bloodsucker unable to revive ever again.