# Bloodsuckers (Archived)
This is the archived version of Bloodsuckers written by TheSwain in 2019
## 2019 Breakdown of Bloodsuckers:
> **Gameplay**
Bloodsuckers should be inherently powerful: they never stay dead, and they can hide in plain sight - Better than any other antagonist aboard the station.
However, only elder Bloodsuckers are the powerful creatures of legend. Ranking up as a Bloodsucker should impart slight strength and health benefits, as well as powers that can grow over time. But their weaknesses should grow as well, and not just to fire.
> **Abilities**
Bloodsuckers can FEIGN LIFE + DEATH:
1. Feigning LIFE:
- Warms up the body
- Creates a heartbeat
- Fake blood amount (550)
2. Feign DEATH: Not yet done
- When lying down or sitting, you appear "dead and lifeless"
3. Bloodsuckers REGENERATE
- Brute damage heals rather rapidly. Burn damage heals slowly.
- Healing is reduced when hungry or starved.
- Burn does not heal when starved. A starved vampire remains "dead" until burns can heal.
- Bodyparts and organs regrow in Torpor (except for the Heart and Brain).
Bloodsuckers are **IMMORTAL**:
- Brute damage cannot destroy them (and it caps very low, so they don't stack too much)
- Burn damage can only kill them at very high amounts.
- Removing the head kills the vamp forever.
- Removing the heart kills the vamp until replaced.
Bloodsuckers are **DEAD**:
- They do not breathe.
- Cold affects them less.
- They are immune to disease (but can spread it)
- Food is useless and cause sickness.
- Nothing can heal the vamp other than his own blood.
Bloodsuckers are **PREDATORS**:
- They detect life/heartbeats nearby.
- They know other predators instantly (Vamps, Werewolves, and alien types) regardless of disguise.
Bloodsuckers enter Torpor when **DEAD** or **RESTING** in coffin
- Torpid vampires regenerate their health. Coffins negate cost and speed up the process.
- To rest in a coffin, either SLEEP or CLOSE THE LID while you're in it. You will be given a prompt to sleep until healed. Healing in a coffin costs NO blood!
> **Objectives**
1) GROOM AN HEIR: Find a person with appropriate traits (hair, blood type, gender) to be turned as a Vampire. Before they rise, they must be properly trained. Raise them to great power after their change.
2) BIBLIOPHILE: Research objects of interest, study items looking for clues of ancient secrets, and hunt down the clues to a Vampiric artifact of horrible power.
3) CRYPT LORD: Build a terrifying sepulcher to your evil, with servants to lavish upon you in undeath. The trappings of a true crypt lord come at a grave cost.
4) GOURMAND: Oh, to taste all the delicacies the station has to offer! DRINK ## BLOOD FROM VICTIMS WHO LIVE, EAT ## ORGANS FROM VICTIMS WHO LIVE
> **Vassals**
- Loyal to their Master
- Master can speak to, summon, or punish his Vassals, even while asleep or torpid.
- Master may have as many Vassals as they want
## Flaws
Getting Flaws:
1) Killing Crew
2) Getting Ranks
COMPULSION: Things you must do
SELECTIVE: Gender/BloodType/Job sustains you, but others give you less.
> **Weaknesses**
Things that may harm you:
* LIGHTS: Bright light nullifies the Examine benefits of Masquerade. Bright lights disable your healing (including in Torpor)
* STAKES: Stakes kill you immediately.
* PAINFUL: Your feed victims scream, despite being unconscious.
* FIRE: You only need your max health (not x2) in fire damage to die.
* CORPSE: Your Masquerade turns off when unconscious or crit.
* FERAL: ---
* CRAVEN: ---
> **Banes**
These are basically small weaknesses that affect your character in certain circumstances.
As a rule, they should be specific as to when they happen, or have only some certain drawback.
**CORE IDEAS:**
* SENSITIVE: You are slightly blinded by bright lights.
* DARKFRIEND: Your automatic healing is at a crawl when in bright light.
* TRADITIONAL: Every five minutes spent outside a coffin lowers your rate of automatic healing.
* CONSUMED: Every five minutes spent outside a coffin increases the rate at which your blood ticks down.
* GOURMAND: Animals and blood bags offer you no nourishment when feeding.
* DEATHMASK: You no longer fake having a heartbeat, and always show up as pale when examined.
* BESTIAL: When your blood is low, you will twitch involuntarily.
**ALTERNATIVE IDEAS:**
* STERILE: There is a high chance that turning corpses to Bloodsuckers will fail, and further attempts on them by you are impossible.
* FERAL: You're a threat to Vampire-kind: New Bloodsuckers may have an Objective to destroy you.
* UNHOLY: The Chapel, the Bible, and Holy Water set you on fire.
* PARANOID: Only your own claimed coffin counts for healing and banes.
**ON LEVEL-UP:**
* Burn Damage increases
* Regen Rate increases
* Max Punch Damage increase
* Reset Level Timer
* Select Bane
## Dev Notes
HEALING:
Maybe Vamps metabolize specially? Like, they slowly drip their own blood into their system - Give Vamps their own metabolization proc, perhaps? (shadowpeople.dm has rules for healing)
KILLING:
It's almost impossible to track who someone has directly killed. But an Admin could be given - An easy way to whip a Bloodsucker for cruel behavior, as an RP mechanic but not a punishment.
HUNGER:
Just keep adjusting mob's nutrition to Blood Hunger level. No need to cancel nutrition from eating.
* mob.dm /set_nutrition()
* snacks.dm / attack() <-- Stop food from doing anything?
> **Life**
ORGANS:
- Liver (life.dm /handle_liver() )
CORPSE: Most of these effects likely go away when using "Masquerade" to appear alive.
- status_procs.dm /adjust_bodytemperature()
- traits.dm - TRAIT_NOBREATH TRAIT_SLEEPIMMUNE TRAIT_RESISTCOLD TRAIT_RADIMMUNE TRAIT_VIRUSIMMUNE
- MASQUERADE ON/OFF: /TRAIT_FAKEDEATH (M)
- /TRAIT_NIGHT_VISION
- /TRAIT_FAKEDEATH <-- This basically makes you immobile. When using status_procs /fakedeath(), make sure to remove Coma unless we're in Torpor!
- /TRAIT_NODEATH <--- ???
- species /NOZOMBIE
- ADD: TRAIT_COLDBLOODED <-- add to carbon/life.dm /natural_bodytemperature_stabilization()
MASQUERADE: Appear as human!
- examine.dm /examine() <-- Change "blood_volume < BLOOD_VOLUME_SAFE" to a new examine
NOSFERATU:
- human.add_trait(TRAIT_DISFIGURED, "insert_vamp_datum_here") <-- Makes you UNKNOWN unless your ID says otherwise.
STEALTH:
- human_helpers.dm /get_visible_name() (shadowpeople.dm has rules for Light)
FRENZY:
- living.dm /update_mobility() (USED TO be update_canmove)
PREDATOR:
- See other Vamps! - examine.dm /examine()
WEAKNESSES:
- Poor mood in Chapel or near Chaplain.
- Stamina damage from Bible
# IDEAS
1) An object that disguises your coffin while you're in it!
An object that lets your lair itself protect you from sunlight, like a coffin would (no healing tho)
2) Hide a random object somewhere on the station:
- var/turf/targetturf = get_random_station_turf()
- var/turf/targetturf = get_safe_random_station_turf()
## Crypt Objects
Podium - Store your Relics
Altar - Transmute items into Unholy items
Portrait - Gaze into your past to: Restore mood boost?
Bookshelf - Discover secrets about crew and locations. Learn langauges.
Learn martial arts.
Brazer - Burn rare ingredients to gleen insights.
Rug - Ornate, and creaks when stepped upon by any humanoid other than
yourself and your vassals.
Throne - Your mental powers work at any range on anyone inside your Crypt
Mirror - Find any person
Bust/Statue - Create Terror, but looks just like you (Maybe just in Examine?)
## Relics
Ritual Dagger
Skull
Vampiric Scroll
Saint Bones
Grimoire
## Rare Ingredients
Ore
Books (Manuals)
- Look up AI and Sentient Disease to see how the game handles the selector logo that only one player is allowed to see. We could add hud for vamps to that?
- ALTERNATIVELY, use the Vamp Huds on relics to mark them, but only show to relevant vamps?