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title: Bloodsuckers in the new era

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# Bloodsuckers in the new era

This page is for the NEW Bloodsuckers (Meaning the version of Bloodsuckers on the new repository page - https://github.com/fulpstation/fulpstation)

There are no plans to port this upstream, as it will mean we lose the ability to change what we want about the antagonist without using GBP and requiring TG Maintainer approval.

We wish to stick to the source material (White Wolf's version of Vampire: The Masquerade) as much as possible, things that people generally don't know should be briefly explained to players (Example: Clans) in game or Wiki page. **It is very important that the Wiki page stays as up-to-date on Bloodsuckers as possible**.

## Accessibility

While I do think the wiki page is very important for people to be able to play Bloodsuckers to its full potential, I wish to add more things in game to make learning the antagonist without the use of the wiki page, somewhat reliable.
- [X] Add Bloodsucker antagonist tips, giving the bare basics of how to survive, and linking to the wiki page in case they need it
- [X] Give a verb in game to allow them to read up on how Powers level up throughout the round
- [X] Make powers use balloon alerts so they can more easily see if/why a Power failed.

## Gameplay

Bloodsuckers should be able to decide what their gimmick for that round should be. If they want to be making a nice base they want to be chained to, they should feel free. We shouldn't necessarily force Bloodsuckers into the same playstyle, so Clans are a way we can give them the chance to decide what they want.

## Violating the Masquerade

Bloodsuckers should be afraid of revealing themselves, and should fear being in turn revelead by the Curator.
**Openly friendly Bloodsucker should have consequences by fellow Bloodsuckers, as they violate the Masquerade in doing so.**

Bloodsuckers who violate the Masquerade too many times should be valid to all Bloodsuckers, this cannot be reverted, and it should be obvious that they have broken the Masquerade.
- [X] As Malkavians have voices in their heads, they should be openly hunting the Masquerade breakers.
- [X] The Vassals of a Bloodsucker who has broken Masquerade COULD be round removed by Bloodsucking peers, but there should have a preferable alternative to it. While deconverting turns them back into a Human, and as they keep their memories, it would be going against the Masquerade to encourage, a lore-safe solution would be to allow Bloodsuckers to **steal** Vassals from Bloodsuckers who break the Masquerade.

## Humanity

Humanity should be added to encourage Bloodsuckers away from killing.
The more humanity you lose, the easier you should be to fall into a Frenzy, and the more Burn damage you should take while inside of one.

How to lose Humanity:
- [X] Feeding off of someone until they die.
- [X] Feeding off of a rat while not Nosferatu/Malkavian.

How to gain Humanity:
- ~~Purchasing Humanity with Blood Rank~~
- ~~Vassalizing someone.~~
Humanity loss is a permanent effect.

## Abilities

We should add more abilities to purchase, being able to buy powers is a good thing for a Bloodsucker, as it gives more paths they can take rather than get the "must-haves" as soon as possible and the rest are just "extra".

> Feed

- [X] Code to feed off of simplemobs should be replaced with just feeding off of rats (It's currently broken anyways thanks to TG). Ventrue should not be able to do this, and all Clans (Except Nosferatu/Malkavian) should lose Humanity by doing so.

> Mesmerize

- [X] Mesmerize should get bonuses for how ranked up it is. Muting at level 2, causes falling asleep at level 4, and can be used through gear at level 5. This means that a Level 1 Mesmerize is pretty bad, not being able to abduct someone without them yelling over comms immediately.

> Trespass

- [X] Higher levels should make it quieter.

> Recuperate

- [X] It should use their Master's blood as part of the Blood cost.

## Clans

We currently are limiting ourselves to 5 Clans at once. This is because we are expecting Bloodsuckers, Curators and Security to know both what each Clan does and how to treat/act as one.

It might be worthwhile to add a 'Random' option when choosing a Clan.

> Brujah

- [X] Their higher Frenzy enter fee should be replaced with having less humanity. 
- [x] They should be able to freely enter Frenzy and Exit without having to purposely lose blood.
- [x] Their Clan objective should be replaced with something they have to do while in a Frenzy.

> Nosferatu

- [X] They should ALWAYS be PALE DEATH.
- [X] They should be given Tremere's Archives of the Kindred objective, as Nosferatu are ones that want to be the first to know information.

> Tremere

~~This Clan currently is pretty far away from the source material's version of the Clan, and it's Vassals are incredibly powerful. I'd either like this Clan nerfed, or removed in favor for another potential Clan. Clan will be touched a little, but will not be removed. The alternative options aren't any better, and I'd rather work with what we've got.
We cannot just add Blood magic to the game because of balance and "what the hell antag type is this" reasons, so it would be best to stick to Vassal mutilation.~~
The Clan has been completely rewritten from the ground up.
It now has 3 Powers (Thaumaturgy, Auspex and Dominate), which they spend their Ranks to upgrade and grow stronger, "ascending" at Level 4, and Level 5 being the maximum.
Vassalizing people will give them an extra Rank to encourage vassalization.
Everything else Tremere previously had has been removed.

> Ventrue

I am currently glad with what Ventrue has going for it, and have no meaningful suggestions on what to change.

> Malkavian

Malkavians are going to be changed at a future date, they are fine currently.

## Objectives

- [X] Remove targetted vassalization objective.
- [x] All Clans should have some Clan objective.

## Frenzy

Entering a Frenzy should be something Bloodsuckers don't want to do, but at the same time they should be forced to enter it (NOT when Sol is near).
> Brujah

They should be able to manually enter and exit Frenzy (They will still automatically enter it, but will not manually exit it) and not take Burn damage overtime from it, though they should still get some form of consequence from being in it, as to not encourage sitting in it 24/7.
Possible solutions:
- [x] 1. Frenzy will make them always appear Pale death, even if on Masquerade.
2. ~~They will get drowsy overtime and fall asleep if in Frenzy for too long, even if they are sleep immune.~~

> Stun immunity

- [x] Malkavians should be the only ones to have total stun immunity during Frenzy, all others should just get stun resistance (Like Brawn), and Brujah gets none.

## Base

- [X] **All** Bloodsucker structures should be able to be moved around without the need of tools. AltClick should unbolt all structures, and unclaiming your lair should unbolt all Bloodsucker structures, either preparing for moving day, or Security found your base.

Either way, this is the best way to prevent Bloodsuckers from creating a base somewhere to build a persuasion rack, then destroying the coffin to claim another area as their lair, while still using the first Persuasion rack (Like setting up at Medbay break room, while your real base is at Chemistry Lab behind false walls).

Requirements for tools to create Bloodsucker stuff is a wall that limits how fun your round will be. If you roll Engineer or Cargo technician, you will have an easy time, while rolling something like Assistant or Prisoner means that for most of the round, unless you manage to get lucky with the tool storage in time, you will not have access to most things every Bloodsucker needs.

There should have 2 types of structures:
- [X] 1) Basic structures (Basic Coffins, Persuasion rack, Candelabrum), things Bloodsuckers need to live their lives and do their objectives. This shouldn't require tools to construct.
- [ ] 2) Advanced structures (Advanced Coffins, Blood throne, Blood paintings), things Bloodsuckers can use either for mechanical reasons or for decoration, should be built via Bloodsucker cloth made using a Loom.

> Loom

- [ ] A new Bloodsucker structure, made with wood, cloth, wirecutters and a wrench. Use cloth on it to, after a short time, make Bloodsucker cloth (please don't use this name, even Blood cloth is fine). You can then use this in the crafting menu to craft Advanced structures.

> Coffin

- [X] Unbolting your Coffin should unclaim your lair, which by extension, unbolts all your other structures.
- [ ] ~~Claiming your Coffin should use the same check drawing a cult rune does, to prevent Bloodsuckers from making their base in Icemoon wastes or wherever else they have in mind that is too unfair.~~

> Persuasion Rack

I've done basically all I've wanted to do with the Persuasion rack, I'm fine with how it currently is.

> Candelabrum

- [x] If their Right Click on function cannot be restored (thanks tg), it should be moved to just regular clicking.

> Blood Throne

- [ ] It should allow remote viewing of their Vassals, vassalizing someone should implant a camera into them, which can only be seen by a ui (like the one for purchasing powers, listing their Vassal's names) that opens when a Bloodsucker buckles themselves into their Throne.
This seems tricky to do, and might end up scrapped.

## Vassals

Vassals should be organizable, Ventrue currently has their Favorite Vassal, but I wish to see all Clans able to designate a Favorite Vassal, and they will get a benefit over the other ones. 
Each Clan should have a different bonus, but in general they should all be better than the average Vassal, with a different HUD to match, and **shouldn't be able to get deconverted from Mindshield alone**.


> Suggestions

Brujah:
- [x] - Gets Brawn.

Nosferatu:
- [x] - Becomes disfigured and gains (naked only) ventcrawl.

Tremere:
- [x] - Bat form spell.

Ventrue:
- None.

Malakvian:

- [x] - Permanent hallucinations and Beefman phobetor tears traumas.
- [x] - You cannot turn Beefmen into a Malkavian favorite vassal.

## Curators

Curators have True Faith in their studies and in the knowledge they have. For balancing reasons, they obviously shouldn't be just made immune to all Bloodsucker magics.
- ~~They should be buffed in the same way as a Monster Hunter is currently.~~ I've decided not to do this, for now.

## Monster hunters

I'm considering removing Monster Hunters entirely. They don't have True Faith, and they're usually some crazed lunatic with a gun. People on SS13 shouldn't know what a Bloodsucker is, apart from the Curator. 

They are currently in the process of being turned into a rare Dynamic midround. It will likely be left there to rot, I have no intentions on doing anything meaningful with an antagonist whose goal is to hunt other antagonists. That's friendly wizard-level behavior.

- [X] At most, it might be worth splitting Monster hunters off into their own wiki page.
