Darkspawn
EXTRATERRESTRIAL STAFF | |
Darkspawn |
Access: Wherever your job has access to Additional Access: Anywhere you can break or sneak into Difficulty: High Supervisors: None Duties: Consume people's will and turn into a screamy-monster-thing Guides: This is the guide |
Darkspawn begin in a similar fashion to the shadowling gamemode, disguised as a normal crewmember with the ability to reveal their true form. If they refuse to do so within 30 minutes, the Darkspawn will be forced to reveal themselves.
After divulging, the Darkspawn get access to the abilities: Pass, Devour Will, and the Psi network. Starting with 3 lucidities, the currency of the Psi network, the Darkspawn can purchase additional abilities from the Psi network. To gain more lucidity, using the Devour Will ability on a humanoid will grant 1 point.
The win-goal of the Darkspawn is to use the Devour Will ability on 15-30 unique individuals (scaling with population), unlock all passive abilities, and use the Sacrament ability.
Use .w to communicate with other Darkspawn.
Abilities
Icon | Name | Description | Psi Cost | Lucidity Cost |
---|---|---|---|---|
Devour Will | Baseline. Puts a dark bead in the user's hand that they can use on a conscious human to drain psi and lucidity. The dark bead lasts 3 seconds after being prepared, you have to hit someone before then. Successfully devouring a human's will will completely refill your psi and grant an additional lucidity, as well as knocking them out for 30 seconds. Careful! every point of damage they take means one (1) second of sleep taken away | 5 | Baseline ability | |
Pass | Baseline. Morphs a free hand into a mass of tendrils that have many uses. Examining the tendrils will detail their effects on different intents.
|
0 | Baseline ability. | |
Demented Outburst | After five seconds, unleashes a shockwave that blows over everyone nearby and sends objects flying. Not interrupted by movement and can only be cancelled by going unconscious. | 50 psi | 2 | |
Simulacrum | Creates an illusion that mimics you and runs forward for ten seconds. The illusion is revealed when examined. | 20 psi | 1 | |
Tagalong | Melds with a nearby target's shadow, allowing you to "ride" them into lit areas. Use this in any way you can think of; spying, stealth. This ability is cancelled if the target enters a dark area, as they won't have a shadow anymore. | 30 psi | 2 | |
Silver Tongue | Recalls the emergency shuttle if the Darkspawn has access to a comms console. | 60 psi | 1 | |
Creep | Prevents you from dying in the light as long as the ability is active. Once cast costs 5 psi per second. | 5 psi | 2 | |
Time Dilation | Makes you immune to slow down and do actions faster for a minute | 75 psi | 3 | |
File:Veil mind.png | Veil Mind | Converts nearby non-implanted people who have recently had their will devoured into veils, which are loyal to the Darkspawn but can be deconverted with mindshield implants. | 60 psi | 6 |
Crawling Shadows | Turns you into a near invisible form that can ventcrawl and has a melee stun attack for 1 minute, can be ended early. Dying in this state will cause you to actually die. | 60 psi | 2 |
Passive Abilities
Name | Effect | Lucidity Cost |
---|---|---|
Mending Sigil | 25% Faster Healing in Darkness | 1 |
Lightward Sigil | Halved burn damage from light and resistance from dimmer lights. | 2 |
Psi Sigils | 25 extra maximum psi. | 2 |
Recovery Sigil | Psi regeneration activates faster and regenerates up to 5 more psi. | 1 |
Starlight Sigils | Allows the Darkspawn to move safely in space, giving immunity from starlight. | 3 |
Duality Sigils | Upgraded pass tendrils, allowing them to drag people to you and stunning them twice as long on harm intent. | 1 |
The Sacrament
After devouring enough individuals, the Sacrament ability will be unlocked. Upon using the sacrament ability, the Darkspawn is trapped in a 5x5 square and a global sound starts to alert the crew. After approximately 30 seconds the Darkspawn will turn into a progenitor and the emergency shuttle will be called with a 1 minute timer that cannot be recalled.
Tips
- Get together, stay together! People will arm up and travel in groups to fight darkspawn, and one darkspawn is never strong enough to fight a coordinated security force with armory gear.
- If you can wipe out security, you're in the clear for the rest of the round. All the more reason to be ready and in force when they come hunting. Of course, picking them off one by one would be ideal, but you can't always rely on them splitting up.
- Incendiary weapons are your bane. You recover slower from burns than from brute. You don't take damage from heat, but you do from light, and fires glow. This is especially bad if you're grouped up with friends, as the fire will spread among you: so, get a fire extinguisher before you divulge.
- Also get maintenance access before you divulge. Hacking and Pass-Disarm are good and all, but maintenance means you can move through and between hideouts stealthily and under time pressure. If security is searching your maint, just run across the hall into the next one over!
- Use Devour Will in combat. It's very quick to cast, and can easily be pulled off while Pass-Harm has them on the floor. Anyone you devour not only counts to your Psi and Sacrament, but is out of the fight for 30 seconds if left undisturbed. You can also crit them before they wake up if you hit fast enough.
- Unlike shadowling thralls, Lucidities are not shared between darkspawn. Try to make sure everyone gets a taste of whoever you're able to subdue. Devour Will can't be cast on someone who's still asleep from being devoured, but other darkspawn can hop onto the same victim while Devour Will is being cast.
- The Duality sigil is strong. Not only can you now knock people down with Pass-Harm, but in the same move, you get them into Devour Will range. It also doubles your melee damage output.
- Lightward and Mending sigils are also strong, just for keeping you on your feet. You'll need every sigil eventually for Sacrament anyway, but Duality, Lightward and Mending are the best.
- Veils have no tells. The only way to know one for sure is to try to mindshield them, which deconverts them.
- If you get veils, give them any weapons you pick up. You don't need a stunbaton or cuffs to keep anyone down (Devour Will), you can't shoot guns, and you probably don't have room to carry a spear. They can use all of these to bring you more prey.
- Darkspawn don't have hearts and don't passively revive in the dark light Nightmares do. If they die, the only ways to revive them are cloning or revival surgery, both of which require a fairly heavy hold on medbay. Veil Mind is helpful for this, too.
- Plasmaman helmet lights can be extinguished by Pass tendrils, but this leaves them without a helmet - which means they catch fire - which means you have limited time to devour them before they go into crit, they're still glowing, and they can set you on fire. Don't.
- Darkspawn have no particular mobility powers except Crawling Shadows' ventcrawling, which is useless in maintenance where you will be spending most of your time, and Pass-Help, which is just a lunge. Don't get pincered. Be wary of your surroundings, including and especially what's offscreen.
- Knocking out lights all throughout the station is more of a shadowling thing. You can break any light that bothers you, are considerably more durable against light than shadowlings are, and don't rely on the dark to fly through walls, because you can't fly through walls. Don't fret too much about power, although a blackout sure doesn't hurt.