Holoparasite: Difference between revisions

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|user=Athena413
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|img_generic = Stand.gif
|img_generic = Stand.gif
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|img = guardianspirits.gif
|jobtitle = Guardian Spirit
|jobtitle = Guardian Spirit
|access = Depends on the type of spirit
|access = Depends on the type of spirit
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|duties = Follow your summoner and do what he says; don't die.
|duties = Follow your summoner and do what he says; don't die.
|guides = This is the guide
|guides = This is the guide
}}
|quote=ATATATATATATATATATATATATATATATATAT
"''ATATATATATATATATATATATATATATATATAT''"
|titles=Stands, Guardians}}
 


A guardian spirit is a special being that is bound to the single person that summoned it. It is summoned through either a deck of tarot cards, a parasitic nanomachine injector, or a scarab egg cluster. Currently, these summoning items are admin-only (and therefore Guardian Spirits are admin only).
A '''holoparasite''', also known by its magic variant as a '''guardian spirit''', is a special being that is bound to the single person that summoned it. It is summoned through either a deck of tarot cards for the magic version, or a parasitic nanomachine injector for the machine version. The nanomachine injector can be purchased by traitors.


The only difference between the magic and tech versions are their summon methods and appearance. They both have access to the same abilities. This means that traitors can get an ally that [[Wizard]]s are also able to get!
==Overview==
==Overview==
A guardian spirit is a special ghost-like being that lives inside of its master. It can communicate with its master telepathically (and the master can communicate back), as well as emerge from and retreat back into its master at will. If the spirit tries to escape its master and moves too far away, it will automatically be moved back to them. The spirit itself is technically invincible on its own, but upon taking damage, the damage is transferred to its master. If the master dies, the spirit dies, as well.
A holoparasite is a special ghost-like being that lives inside of its master. It can communicate with its master telepathically (and the master can communicate back), as well as emerge from and retreat back into its master at will. If the Holoparasite tries to escape its master and moves too far away, it will automatically be moved back to them. The Holoparasite itself is technically invincible on its own, but upon taking damage, the damage is transferred to its master, albeit at a lower amount. If the master dies, the spirit dies, as well. When the user dies, their body is instantly consumed and dusted by the Holoparasite's need for their life energy, preventing cloning.<br>
This means that the master and the spirit will have to watch out for each other to ensure the survival of both.
This means that the master and the spirit will have to watch out for each other to ensure the survival of both.
==Types of Holoparasites==
Before summoning, the summoner can choose a guardian's stats (from A to F), a major ability, and minor abilities using 15 points in the guardian creator's menu. Increasing a stat costs 1 point per rank, while abilities have different costs generally scaling with their practicality.


==Types of Guardian Spirits==
The guardian can be set to "Ranged" for 3 points, giving it a ranged projectile attack.
When summoned, the summoner can choose between several different types of spirits. Each have their own abilities, advantages, and drawbacks.
 
===Standard===
The standard type has no special abilities, but have a higher damage resistance than usual and a punch that deals 25 brute damage in a single attack. You can also smash through normal walls. You can also set your battlecry to whatever you want, and whenever you attack you will automatically say it repeatedly! (For example, if you set it to "butt," then whenever you attack you will automatically cry "Buttbuttbuttbuttbuttbuttbutt")
 
===Fire===
The fire type has very light damage resistance and his attack only does 10 brute damage per hit, but whenever he bumps into someone, they will suddenly ignite! Be careful not to ignite your master.
 
===Scout===
The scout type is a bit different from the other types. They cannot attack at all, but in exchange are able to move an infinite distance away from their master without being warped back automatically, and can pass through all objects.
 
===Shield===
The shield type moves slower than the rest and lacks an attack, but nullifies any attacks that hit it. It is good for blocking gunfire or dragging its master out of danger.


===Ranged===
Attack: Increases the guardian's damage by 5 per rank, at A rank the guardian can smash walls. If the guardian is ranged, it will instead increase their projectile damage by 2.5 per rank.
The ranged type has only light damage resistance, but it can fire crystal spray at an incredibly rapid rate, each doing 4 brute damage. It is very good for winning a fight from a distance, or for having the master take the front with melee while the guardian gives supporting fire from behind. In addition to this, it also has a standard melee attack if it gets in too close, which is much slower than the ranged attack but does 10 brute damage per hit.


===Healer===
Defense: Decreases the guardian's damage transfer by 20% per rank, down to 25%.
The healer type is incapable of dealing damage, but can instead heal all damage by attacking a target. It heals 5 of every damage type per hit, and can hit at a fairly rapid rate.


===Fast===
Speed: Increases the guardian's attack speed.
The fast type is much quicker than other types and has an attack that deals 20 brute per hit. It has only light damage resistance. It is much like the standard type, only with more focus on avoiding damage rather than tanking it.


===Explosive===
Potential: Increases the power or length of the guardian's major ability, or decreases its cooldown.
The explosive type is similar to the standard type, but only does 15 brute damage per hit. However, it has a very special power: Once every 40 seconds, it can shift+click an item to convert that item into a disguised bomb. The next person to try to pick up that bomb will be hit with a massive and devastating blast!


Range: Increases the guardian's range by 2 tiles per rank. At F rank the guardian cannot move on its own and will stay "behind" its summoner.


{{Jobs}}
The Holoparasite can select a Battle Cry that they will automatically shout on attacking. This is limited to six letters. For instance, putting in "ORA" for the battle cry will make you shout ''"ORA!!"''
===Assassin - 3 points===
The guardian can enter stealth by switching modes while manifested, causing it to become nearly invisible, and making its next attack to do massive damage and ignore armor. However, it becomes briefly unable to recall after attacking from stealth. Cooldown is decreased by the potential stat.
===Explosive - 4 points===
The guardian has a medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb by alt-clicking them, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay. The guardian can also manually activate traps to create a single tile heavy explosion on the trapped item's tile. Bomb lifespan is increased by potential stat.
===Frenzy - 3 points===
The guardian passively increases its and its summoner's movement speed slightly, and it can charge at people by attacking them directly while they are within its range. It also gets an ability that allows it to teleport behind and immediately attack anyone within its range. Requires a C rank in the range stat or above.
===Gravitokinetic - 3 Points===
Attacks will apply a field of heavy gravity on the target, slowing them and making them drop held items. Can alt-click ground to manually place heavy gravity fields. Moving over twice the guardian's potential stat in tiles away from the fields will remove them.
===Healing - Non-Purchasable===
The guardian has a second mode that causes its punches to heal whatever they hit by 1.5 times the guardian's potential stat. This ability is exclusive to ''Mysterious Arrows'', and cannot be purchased in the Holoparasite Injector/Wizard Deck.
===Limited Healing - 2 points===
Functionally identical to healing, except the guardian cannot heal its summoner.
===The Hand - 4 points===
The guardian can attack an item or person directly, teleporting anything on its tile towards it. Cooldown is decreased by potential. You can teleport items such as lockers, too.
===Predator - 2 points===
The guardian can track anyone down if it can find a fingerprint or blood sample. At B rank potential or above, the guardian can tell what Z-level the target is on if it's different, tracking is more proficient at higher potential as well.
===Scout - 1 point===
The guardian turns near invisible and incorporeal, capable of moving anywhere on the current Z-level, but it cannot interact with its environment.
===Time Erasure - 4 points===
The guardian can "skip" a period of time, making it and its summoner completely invisible and invincible but causing them to be pacified for the duration, while spawning illusionary copies of them at the spot it was activated. Potential increases duration of skipped time.
===Snares (Minor) - 1 point===
The guardian can create surveillance snares which alert it and its summoner when they are crossed.
===Teleport Pad (Minor) - 3 points===
The guardian can create a teleport pad and teleport items and people to it by alt+clicking them. Has a short delay between beginning a teleport and the teleport taking place.
==General Tips==
*There is no best ability for a Holoparasite. Despite Scout being known as one of the worst abilities, there are many situations where it beats others.
*The Hand is quite possibly one of the best abilities if you were to have no skill in Holoparasites. It has quite a simple ability, and anyone can use it. It is the easiest ability to accomplish a [[Traitor#Hijacking|hijack objective]]. Do not rely on just this ability though! Experiment!
*The "Explosive" ability does not actually cause a physical explosion, instead simply creating trap explosions; these normally either damage a singular tile, or a singular target. It is not good for crowd control.
*A special thing about the Healing and Limited Healing abilities of a Holoparasite is that they can heal anything. This includes Objects, and other things such as Cyborgs and Mechs. You could keep a Gygax mech in commission while fighting a Blob for a long time, as it also has infinite punching speed while healing non-organics.
{{Antagonists}}
[[Category:Jobs]]
[[Category:Jobs]]

Latest revision as of 15:55, 19 January 2023

Pen.png This page needs revising!

The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example.
The revision reason is: "Bare-bones, good overhaul would be in order"
Marked by: "Athena413"



PARANORMAL STAFF
Stand.gif Guardianspirits.gif
Guardian Spirit
Alternative Titles: Stands, Guardians
Access: Depends on the type of spirit
Additional Access: Wherever your summoner takes you
Difficulty: Medium
Supervisors: Whoever summoned you
Duties: Follow your summoner and do what he says; don't die.
Guides: This is the guide
Quote: ATATATATATATATATATATATATATATATATAT


A holoparasite, also known by its magic variant as a guardian spirit, is a special being that is bound to the single person that summoned it. It is summoned through either a deck of tarot cards for the magic version, or a parasitic nanomachine injector for the machine version. The nanomachine injector can be purchased by traitors.

The only difference between the magic and tech versions are their summon methods and appearance. They both have access to the same abilities. This means that traitors can get an ally that Wizards are also able to get!

Overview

A holoparasite is a special ghost-like being that lives inside of its master. It can communicate with its master telepathically (and the master can communicate back), as well as emerge from and retreat back into its master at will. If the Holoparasite tries to escape its master and moves too far away, it will automatically be moved back to them. The Holoparasite itself is technically invincible on its own, but upon taking damage, the damage is transferred to its master, albeit at a lower amount. If the master dies, the spirit dies, as well. When the user dies, their body is instantly consumed and dusted by the Holoparasite's need for their life energy, preventing cloning.
This means that the master and the spirit will have to watch out for each other to ensure the survival of both.

Types of Holoparasites

Before summoning, the summoner can choose a guardian's stats (from A to F), a major ability, and minor abilities using 15 points in the guardian creator's menu. Increasing a stat costs 1 point per rank, while abilities have different costs generally scaling with their practicality.

The guardian can be set to "Ranged" for 3 points, giving it a ranged projectile attack.

Attack: Increases the guardian's damage by 5 per rank, at A rank the guardian can smash walls. If the guardian is ranged, it will instead increase their projectile damage by 2.5 per rank.

Defense: Decreases the guardian's damage transfer by 20% per rank, down to 25%.

Speed: Increases the guardian's attack speed.

Potential: Increases the power or length of the guardian's major ability, or decreases its cooldown.

Range: Increases the guardian's range by 2 tiles per rank. At F rank the guardian cannot move on its own and will stay "behind" its summoner.

The Holoparasite can select a Battle Cry that they will automatically shout on attacking. This is limited to six letters. For instance, putting in "ORA" for the battle cry will make you shout "ORA!!"

Assassin - 3 points

The guardian can enter stealth by switching modes while manifested, causing it to become nearly invisible, and making its next attack to do massive damage and ignore armor. However, it becomes briefly unable to recall after attacking from stealth. Cooldown is decreased by the potential stat.

Explosive - 4 points

The guardian has a medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb by alt-clicking them, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay. The guardian can also manually activate traps to create a single tile heavy explosion on the trapped item's tile. Bomb lifespan is increased by potential stat.

Frenzy - 3 points

The guardian passively increases its and its summoner's movement speed slightly, and it can charge at people by attacking them directly while they are within its range. It also gets an ability that allows it to teleport behind and immediately attack anyone within its range. Requires a C rank in the range stat or above.

Gravitokinetic - 3 Points

Attacks will apply a field of heavy gravity on the target, slowing them and making them drop held items. Can alt-click ground to manually place heavy gravity fields. Moving over twice the guardian's potential stat in tiles away from the fields will remove them.

Healing - Non-Purchasable

The guardian has a second mode that causes its punches to heal whatever they hit by 1.5 times the guardian's potential stat. This ability is exclusive to Mysterious Arrows, and cannot be purchased in the Holoparasite Injector/Wizard Deck.

Limited Healing - 2 points

Functionally identical to healing, except the guardian cannot heal its summoner.

The Hand - 4 points

The guardian can attack an item or person directly, teleporting anything on its tile towards it. Cooldown is decreased by potential. You can teleport items such as lockers, too.

Predator - 2 points

The guardian can track anyone down if it can find a fingerprint or blood sample. At B rank potential or above, the guardian can tell what Z-level the target is on if it's different, tracking is more proficient at higher potential as well.

Scout - 1 point

The guardian turns near invisible and incorporeal, capable of moving anywhere on the current Z-level, but it cannot interact with its environment.

Time Erasure - 4 points

The guardian can "skip" a period of time, making it and its summoner completely invisible and invincible but causing them to be pacified for the duration, while spawning illusionary copies of them at the spot it was activated. Potential increases duration of skipped time.

Snares (Minor) - 1 point

The guardian can create surveillance snares which alert it and its summoner when they are crossed.

Teleport Pad (Minor) - 3 points

The guardian can create a teleport pad and teleport items and people to it by alt+clicking them. Has a short delay between beginning a teleport and the teleport taking place.

General Tips

  • There is no best ability for a Holoparasite. Despite Scout being known as one of the worst abilities, there are many situations where it beats others.
  • The Hand is quite possibly one of the best abilities if you were to have no skill in Holoparasites. It has quite a simple ability, and anyone can use it. It is the easiest ability to accomplish a hijack objective. Do not rely on just this ability though! Experiment!
  • The "Explosive" ability does not actually cause a physical explosion, instead simply creating trap explosions; these normally either damage a singular tile, or a singular target. It is not good for crowd control.
  • A special thing about the Healing and Limited Healing abilities of a Holoparasite is that they can heal anything. This includes Objects, and other things such as Cyborgs and Mechs. You could keep a Gygax mech in commission while fighting a Blob for a long time, as it also has infinite punching speed while healing non-organics.
Antagonists on Yogstation

Jobstemp.png

Individual Antagonists Traitor, Internal Affairs, Changeling, Vampire, Wizard
Team Antagonists Blood Brothers, Nuclear Operative, Blood Cult, Clockwork Cult, Gangster, Heretic, Darkspawn
Mid-Round Antagonists Abductor, Xenomorph, Revenant, Space Ninja, Holoparasite, Swarmers, Blob, Obsessed, Eldritch Horror
Rare Antagonists Devil