User:AMyriad: Difference between revisions

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During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you're expected to try and coexist on this deathtrap. Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.
{{JobPageHeader
=Roundstart Races=
|headerbgcolor = black
On Yogstation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.
|headerfontcolor = purple
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
|stafftype = EXTRATERRESTRIAL
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
|imagebgcolor = grey
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="250" |Description
|img_generic = darkspawn.png
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet
|img =
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
|jobtitle = Darkspawn
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
|access = Whatever your mortal disguise had
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="170" |Command Roles
|additional = Anywhere without light
|difficulty = High
|superior = None
|duties = Consume people's will and turn into a screamy-monster-thing
|guides = This is the guide
|quote =
}}
'''Gamemode in rotation'''
 
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===
{|class="wikitable sortable"
!Icon!!Name!!class="unsortable" | Description!!Psi Cost!!Lucidity Cost
|-
|-
![[File:humans.png|128px|link=Humans]]<br>{{anchor|Humans}}[[Humans|Human]]
|[[Image:devour_will.png|64px]]||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 completely refills your psi and grant an additional lucidity, as well as knocking them out for 30 seconds. You can only gain one lucidity per unique individual, but devouring one again will still refill your psi. '''Careful! every point of damage they take means one (1) second of sleep taken away. Attempting to cuff them will instantly wake them up.'''||5||Baseline ability
|Humans are the most common of all races aboard Space Station 13, and are all-rounders who gain no significant benefits nor weaknesses besides a degree of superiority and respect from Central Command. Nanotrasen doesn't trust any other species to run their stations to the degree a human can, let alone bear the rank of Captain.
|-
|
|[[Image:pass.png|64px]]||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.
*'''Likes:''' Fried, cooked, and junk food
*On help intent, clicking a tile will throw you to it for 10 psi.
*'''Dislikes:''' Raw food
*On disarm intent, clicking an airlock will force it open for 15 psi.
*'''Toxic:''' None
*On disarm intent, clicking a bolted airlock will destroy it for 30 psi, with the time it takes being reduced if you have the passive pass upgrade.
|
*On harm intent, will throw the tendrils, knocking over whoever it hits for 4 seconds.
*AI Protection under the Asimov lawset.
*Hitting a [[Cyborg]] with the projectile will deal 10 damage, cut their headlamp, and stun them for 2 seconds.
*The only race able to serve as [[Captain]].
*The tendrils themselves deal 15 damage and break lights instantly in melee.
*No money diverted from paychecks.
||0||Baseline ability.
*Inherently able to speak English.
|-
|
|[[Image:demented_outburst.png|64px]]||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
*No notable drawbacks.
|-
|
|[[Image:simulacrum.png|64px]]||Simulacrum||Creates an illusion that mimics you and runs forward for ten seconds. The illusion is revealed when examined.||20 psi||1
*[[Captain]]
|-
*[[Head of Personnel]]
|[[Image:tagalong.png|64px]]||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
*[[Head of Security]]
|-
*[[Chief Engineer]]
|[[Image:silver_tongue.png|64px]]||Silver Tongue||Recalls the emergency shuttle if the Darkspawn has access to a comms console.||60 psi||1
*[[Research Director]]
|-
*[[Chief Medical Officer]]
|[[Image:creep.png|64px]]||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
|-
|[[Image:time_dialation.png|64px]]||Time Dilation||Makes you immune to slow down and do actions faster for a minute||75 psi||3
|-
|[[Image:veil_mind.png|64px]]||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, their body and face will be covered in sigils that will need to be hidden underneath clothings and masks. Veils have 60 maximum health, but this is reverted upon deconversion.||60 psi||2
|-
|[[Image:crawling_shadows.png|64px]]||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
|-
|-
![[File:lizardpeople.png|166px|link=Lizardperson]]<br>{{anchor|Lizardperson}}[[Lizardperson|Lizardperson/Vuulek]]
|}
|Originating from the planet Sangris, Vuulen are an alien race of reptilian humanoids descending from tribes of raptor-like predators. Their many notable features set them apart from any other species: Fangs, claws, frills, a tail, and digitigrade legs give vuulen a distinct look. In terms of gameplay, they're by far the most similar to humans, yet still set themselves apart with their looks, mechanics, and alien origin.
====Passive Abilities====
|
{|class="wikitable sortable"
*'''Likes:''' Meat, seafood, and fruit
!Name!!class="unsortable" | Effect!!Lucidity Cost
*'''Dislikes:''' Sugar and vegetables
*'''Toxic:''' None
|
*Cold-blooded, and less affected by high/low temperatures.
*Able to receive blood transfusions from any other vuulek.
*Inherently able to speak Draconic.
|
*Only able to receive blood from other vuulen.
*Unable to wear most footwear on account of digitigrade legs.
*Noticeable hisssing.
|
*[[Head of Personnel]]
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:podpeople.png|128px|link=Podman]]<br>{{anchor|Podpeople}}[[Podman|Phytosian]]
|Mending Sigil||25% Faster Healing in Darkness||1
|Humanoids created through the exposure of blood to a unique plant known as lazarupela vitalis, also known as podseeds. These plantpersons obtain precious nutrients from all forms of light, while darkness starves and eventually kills them. Due to their isolationist nature, very few are seen on Nanotrasen stations.
|
*'''Likes:''' Light
*'''Dislikes:''' All other food
*'''Toxic:''' Alcohol
|
*Gradually heal and gain nutrition in well lit areas.
*Benefits from certain chemicals used on plants.
*Slightly resistant to electric shock.
*Able to breathe both oxygen and CO2.
*[[Critters#Hostile|Killer tomatoes]], [[Critters#Hostile_2|venus human traps]] and [[Critters#Hostile|pine trees]] are neutral toward them.
|
*Darkness drains nutrition.
*Take damage over time while starving.
*Susceptible to chemicals designed to kill plant life.
*Goats can dismember limbs on hit, including the head.
*Very vulnerable to acid, burns, and extreme temperatures.
*Mutate when shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.
*Slightly slower than most races.
*Inherently able to speak Sylvan.
|
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Plasmaman.png|110px|link=Plasmaman]]<br>{{anchor|Plasmaman}}[[Plasmaman]]
|Lightward Sigil||Halved burn damage from light and resistance from dimmer lights.||2
|Humans who have died and resurrected in plasmafires. Plasmamen, as sapient skeletons, need to wear an envirosuit at all time to prevent their bodies from combusting with air. Flat, distant, and odd, plasmamen often find work in high-risk jobs on Nanotrasen stations.
|
*Plasmamen do not need to eat.
*'''Likes:''' Dairy
*'''Dislikes:''' Nothing
|
*Helmets are space-proof, shield against welding flashes, and have a built-in light.
*Able to breathe plasma.
*Immune to radiation.
*Immune to the cold.
*Unable to be husked.
*No need to eat.
*Unable to bleed since they have no blood to lose.
*No money diverted from paychecks due to human origins.
* Inherently able to speak Bonespeak.
|
*Oxygen is toxic to them.
*Exposure to oxygen will make them catch fire and burn.
*Reliant on a constant source of plasma gas.
*Unique anatomy, and lacking a heart making traditional revival difficult.
*No DNA structure to benefit from genetic mutations.
* Completely dependent on environmentally sealed clothing such as envirosuits and envirohelms.
*Vulnerable to brute damage and high temperatures.
|
*[[Head of Personnel]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Moths.gif|100px|link=Mothpeople]]<br>{{anchor|Mothpeople}}[[Mothperson|Mothperson/Ex'hai]]
|Psi Sigils||25 extra maximum psi.||2
|White-faced insect people with wings and antennae. Lanky and fragile, ex'hau require a combination of therapy and drug treatment in order to persist in normal-g environments. As a result, very few are seen on Nanotrasen stations.
|
*'''Likes:''' Vegetables and sugar
*'''Dislikes:''' Dairy
*'''Toxic:''' Raw meat, cooked meat, seafood, just don't eat anything that moved and made noises.
|
*Wings allow them to fly in zero-g, provided there's an atmosphere.
*Slightly resistant to brute damage.
*Able to eat cloth for nourishment.
*Inherently able to speak Mothian.
|
*Eyes are very sensitive to light. Welding needs both goggles and a mask, and sunglasses won't protect from bright flashes.
*Vulnerable to burns.
*Fire can, and will, burn off their fragile wings.
*10x more damage taken from fly swatters.
*3x more damage taken from pest spray.
|
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:RedEthereal.png|100px|link=Ethereals]]<br>{{anchor|Ethereals}}[[Ethereal]]
|Recovery Sigil||Psi regeneration activates faster and regenerates up to 5 more psi.||1
|Strange humanoids and cousins of slimepersons, ethereals are glowing star-entities that possess veins filled with liquid electricity. Seeking to explore the stars on several pilgrimages important to their spiritual learnings, ethereals can sometimes be found on Nanotrasen stations either due to a need to fund their or others' adventures.
|
*'''Likes:''' Lightbulbs, Cyborg Rechargers, High Energy Bars
*'''Dislikes:''' Normal food
|
*Emit a constant light, with brightness depending on charge.
*Punches burn instead of bruise.
*Resistant to heat, burns, and electric shock.
*Charged by radiation.
*Turn into a disco ball when [[Emag|emagged]].
*Unique ethereal blood type, which shocks non-ethereals.
*A crystal heart which never decays, crystallizing the dead ethereal after a delay, and reviving them with a random brain trauma.
*Inherently able to speak Etherean.
|
*Can't gain nutrition from normal foods.
*Take toxin damage when starving.
*Only able to receive blood from other ethereals.
*Vulnerable to low temperatures and brute damage.
|
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Preterni.png|100px|link=Preternis]]<br>{{anchor|Preternis}}[[Preternis]]
|Starlight Sigils||Allows the Darkspawn to move safely in space, giving immunity from starlight.||3
|The spawn of an old empire, Preterni are hybrid organic synthetics that were designed for working in hazardous, industrial environments. With immunity to radiation and a set of organs superior to the normal human, a preternis can often be found in an engineering or scientific setting.
|
*'''Likes:''' Power(gaming), fried food, junk food, minerals, and sugar
*'''Dislikes:''' Vegetables
|
*Perform actions faster, such as using tools or conducting surgery.
*Repaired with welding and cable coil.
*Punches have a greater chance to knock people over.
* Innate maglock ability built into their legs.
*Advanced lungs and night-vision capable eyes.
*Able to eat rocks and stones.
* Unable to be husked.
*Immune to radiation.
*Purge 4% of all chemicals every few seconds.
* Capable of self-surgery.
*Healed while processing oil or welding fuel.
*Special synthetic blood which is universally compatible with all races.
*Inherently able to speak Binary.
|
*Perform attacks slightly slower.
*Will die instantly upon running out of power.
*Damaged by heavy EMPs, albeit unaffected by light ones.
*Deathly vulnerable to water, which fries their circuitry.
*Damaged, and eventually blinded when [[Emag|emagged]].
*Stunned for longer, and regenerate stamina slower.
*Vulnerable to burns, electric shock, and extreme temperatures.
*Surgery may need both mechanical and surgical tools.
*Unable to benefit from most chemicals.
*Unable to wear most footwear on account of digitigrade legs.
|
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Polysmorph.png|80px|link=Polysmorph]]<br>{{anchor|Polysmorph}}[[Polysmorph]]
|Duality Sigils||Upgraded pass tendrils, allowing them to drag people to you and stunning them twice as long on harm intent.||1
|A xenomorph and human hybrid. The rarest species in SIC space and the most discriminated against. Possesses features of both of their ancestors, though they lack many of the greater strengths full xenomorphs possess.
|  
*'''Likes:''' Meat and gross foods
*'''Dislikes:''' Grain, dairy, vegetables, and fruits
|
*Acidic blood, as well as higher acid resistance.
* Resistant to brute damage and low temperatures.
*Possess a degree of night-vision.
* Able to breathe both oxygen and plasma.
* Slightly faster than most races.
*Unable to suffer bone-related wounds.
*A robust alien liver which filters toxins very efficiently.
*Inherently able to speak Xenocommon.
|
*Perform actions slower.
*Vulnerable to burns and high temperatures.
*Blood consists of pure sulphuric acid, which may complicate surgery.
*Unable to wear most footwear on account of digitigrade legs.
|
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:IPC.png|80px|link=IPC]]<br>{{anchor|IPC}}[[IPC]]
|A positronic brain in a humanoid cybernetic body. Sentient, but often robotic in mannerisms. Highly controversial due to their free will as machines.
|
*'''Likes:''' APCs, cyborg rechargers
*'''Dislikes:''' Normal food
|
*Completely inorganic; completely immune to toxins, radiation, cellular damage, oxygen loss, and disease.
*Possesses no need to breathe.
*Brain located in the chest, allowing them to survive decapitation.
*Slightly resistant to stamina drain.
* Resistant to heat and pressure damage.
*Immune to the cold.
*Limbs (including the head) can be reattached directly, and without surgery.
*Capable of self-surgery.
*Repaired with welding and cable coil.
* Inherently able to speak Binary.
|
*Affected by EMPs.
*Vulnerable to acid and burns.
*Unable to be cloned.
*Overheat easily.
*Recent memory is lost upon death.
* No DNA structure to benefit from genetic mutations.
*Organs cannot heal, and must be replaced if broken.
*Limbs fall off easily when damaged.
*Unable to process most chemicals.
|
*[[Head of Personnel]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|}
|}
==Donator Races ==
==The Sacrament==
On Yogstation, these are the races allowed to be chosen at round start, but only by donators. Expect to see them often, but more rarely than the freely-available races.
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.
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
==Tips==
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
*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.
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Description
*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.
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet
*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.
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
*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!
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
*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.
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="170" |Command Roles
*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' Vent crawling, 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.
*Darkspawn's greatest strength is their mobility, tentacles and lowered damage from light with sigils. Go for maint access or try and bolt open maint doors everywhere. Hopping from one maint to another is your friend, even though light-filled corridors. Darkspawn don't have good choices against multiple targets that don't require bought abilities, so your best option is to throw tentacles or help intent and fly away.
*Duality sigil is the most important upgrade. Allowing you to throw your tentacle and have them be dragged to you. While also being dragged to the tile Infront of you, increases the paralyze from 2 seconds to 3, meaning they can't do anything, and the knockdown from 6 to 8. This gives you enough time to sleep them or reform tentacles and disarm strike to turn off their lights. Perfect for throwing at someone and running away. Also increases action speed when opening/destroying airlocks.
*Veil mind is useful if you rush after putting a point in duality. Allows thralls to play sneaky as they have no visual tell outside of their actions, and forces security to focus on mindshielding all of crew instead of hunting you down. Focus on it, or don't go it at all. With 15 being the most likely number of people you'll need to devour will, most of your 18 lucidity will be spent towards the 10 required for all of the sigils required to ascend, leaving little room for defensive abilities.
*Demented outburst. Big cost, long cast time and noise that gives you away, but perfect as a defensive move. At 100 psi, up to 125 with the sigil, using it twice is about all you have in you.
*Creep is good for switching between areas, to jump out from maints to devour someone.
*Silver tongue allows the darkspawn to call the shuttle no matter what time it is at making this a very powerful ability especially if you are doing the veil mind rush.
*Tagalong. Useful if you jump on someone, jump on sec as they're hunting you, or jump on a thrall. Stops working while you're in darkness, good for espionage.
**Always Acquire maint access. Always make sure you have a way out of, and into, maintenance. Pick a quiet spot to divulge, you'll have a 3x3 area around you of purple sparkles. Careful of capes, some emit light. Pick up duality and lightward sigil. Now you have a longer stun and less burning from light. Your go-to combo is to have your tentacles ready on harm intent, throw them, wait for the person to fly TO you (if you walk forward, you can be hit and stunned by them as if they were thrown AT you) and hit devour will to create an orb in your hand to click on them with. They're slept. Take their ID if they're sec/high ranking, and bolt. Sleeping people wake up in 30 seconds, each second reduced by each point of damage they take while sleeping. Disarm intent to hit lights so you don't throw yourself or the tentacle. Switch maints often. As you gain more lucidity, either pick up faster healing, faster psi regens or a defensive ability such as demented outburst. Your ascension requires UNIQUE sleeps, so don't be afraid to poke out of maints for a thrown tentacle. You WILL be found out, but darkspawn thrive on being mobile in light and their stuns. Throwing tentacles at Borgs WILL stun them and turn off their light, but you can't fight them consistently without a flash. While in maints, always have a second escape route and avoid fights where you're outnumbered. If in doubt, throw tentacles and disarm-attack people if they're hit and down, which will force them to retreat without a light. You are fast but are weak in light, meaning you need to be smart about picking your fights. Thermal vision is your best friend, and helps you poke out from maints for people staring gawk-eyed at the door.
 
 
 
 
 
---------------------
 
===Null Rod===
The second most important tool in your arsenal, the null rod can be a fair variety of weaponry that makes you immune against direct [[Blood Cult|Nar'Sian]] and [[Clockwork Cult|Ratvarian]] magic, and certain [[Wizard]] spells as well as heretic mansus. However, it usually can't stop a sword.
{| class="mw-collapsible mw-collapsed " border="1" style="width:80%" cellspacing="0" cellpadding="2" wikitable"
|+ class="nowrap" |'''Null Rod Variations'''
! style="width:22%; background-color:#808080; color:#fff" |Weapon
! style="width:10%; background-color:#808080; color:#fff" |Damage
! style="width:5%; background-color:#808080; color:#fff" |Block Chance
! style="width:15%; background-color:#808080; color:#fff" |Other Stats
! style="background-color:#808080; color:#fff" | Notes
|-
|-
![[File:Felinids.png|148px|link=Felinid]]<br>{{anchor|Felinid}}Felinid
|<div class="center">[[File:Null.png|48px]]<br>'''Null Rod'''</div>
|Contrary to popular belief, felinids are not genetically modified humans. Therefore they share all privileges and are considered human to the AI. The main difference between felinids and humans is their cat ears and tail which are canonically implants.
|18 brute<br>10 brute (thrown)
To be revised soon!
|None
| -10 wound bonus
|A rod of pure obsidian and gold lining. Your signature weapon against the supernatural, and the default option your holy armament will manifest as.<br>Can fit in the belt slot.
|-
|<div class="center">[[File:Disintegrate.png|48px]]<br>'''God Hand'''</div>
|18 burn<br>Can't be thrown
|None
|None
|The burning power of your deity manifest
|-
|<div class="center">[[File:Chainsaw.gif|48px]]<br>'''Chainsaw Hand'''</div>
|18 brute<br>Can't be thrown
|None
|Sharp (edged)
|It cannot be put down.
|-
|<div class="center">[[File:Tentacle.png|48px]]<br>'''Unholy Blessing'''</div>
|18 brute<br>Can't be thrown
|None
|Sharp (edged)
|It cannot be put down.
|-
|<div class="center">[[File:Arm_blade.png|48px]]<br>'''Dark Blessing'''</div>
|18 brute<br>Can't be thrown
|None
|Sharp (edged)<br>-20 wound bonus<br>25 unprotected wound bonus
|It is sharp. It cannot be put down.
|-
|<div class="center">[[File:Claymore.png|48px]][[File:Cultblade.gif|48px]][[File:Chainsawsword.png|48px]][[File:Katana.gif|48px]][[File:Darkenergy.png|48px]][[File:Lightenergy.png|48px]]<br>'''Holy Claymore'''<br>'''Dark Blade'''<br>'''Sacred Chainsaw Sword'''<br>'''Hanzo Steel'''<br>'''Dark Energy Sword'''<br>'''Light Energy Sword'''</div>
|18 brute<br>10 brute (thrown)
|30% (but 0% against projectiles)
|Sharp (edged)
|They can only be worn on the back or on the belt.
|-
|<div class="center">[[File:Forceweapon.png|48px]]<br>'''Force Weapon'''</div>
|18 brute<br>10 brute (thrown)
|None
|Sharp (edged)
|Emanates a light nearly twice as strong as a flashlight. This light can't be turned off by any means, and resist's a darkspawn's Light Eater.
It can be worn on both the back or the belt.
|-
|<div class="center">[[File:Corvo_1.png|48px]]<br>'''Folding Blade'''</div>
|18 brute (unfolded)<br>10 brute (thrown)
|None
|Sharp (edged)
|Can be folded, reducing its size and concealing it when held. Fits in the belt slot.
|-
|<div class="center">[[File:Godstaffblue.png|48px]]<br>'''Blue Holy Staff'''</div>
|5 brute<br>10 brute (thrown)
|None
|None
|Grants the user a shield that blocks 2 shots every 20 seconds. Fits on your back.
|-
|<div class="center">[[File:Vibroblade.gif|48px]][[File:Spellblade.png|48px]]<br>'''High Frequency Blade'''<br>'''Dormant Spellblade'''</div>
|18 brute<br>10 brute (thrown)
|None
|Sharp (edged)<br>35 armor penetration
|They only fit on the back. Has a faster butchering speed.
|-
|<div class="center">[[File:Possessedsword.png|48px]]<br>'''Possessed Blade'''</div>
|18 brute<br>0 brute (thrown)
|None
|Sharp (edged)<br>Slower throwing speed
|Can summon a ghost into it to rename the item and talk. Hitting the blade with your bible will exorcise it, allowing a new ghost to possess the blade. When thrown, will turn into a flying mob that turns back into the sword when killed. Whoever summons a ghost into the sword can slowly recall the sword back to them.
|-
|<div class="center">[[File:Hypertool.png|48px]]<br>'''Hypertool'''</div>
|18 brain damage<br>10 brain damage (thrown)
|None
|35 armor penetration
|Deals brain damage
|-
|<div class="center">[[File:Warhammer.png|48px]]<br>'''Relic War Hammer'''</div>
|18 brute<br>10 brute (thrown)
|None
|None
|It can only fit on the back and requires two hands to use, but pushes people back on hit (not a throw- it can't impact people against objects).
|-
|<div class="center">[[File:ClownRender.png|48px]]<br>'''Clown Dagger'''</div>
|18 brute<br>10 brute (thrown)
|None
|Sharp (edged)
|It is sharp and will be slipped on when on the ground.
|-
|<div class="center">[[File:Chain.png|48px]]<br>'''Holy Whip'''</div>
|16 brute<br>10 brute (thrown)
|
|
*'''Likes:''' Seafood, dairy, and mice
*'''Dislikes:''' Raw food and gross foods
*'''Toxic:''' Chocolate
|
|
* AI Protection under the Asimov lawset.
|It can only fit on the belt. It deals double damage against vampires and has a four-tile range.
* Also able to serve as [[Captain]], as they're still quite similar to humans.
|-
* No money diverted from paychecks.
|<div class="center">[[File:Fedora.png|48px]]<br>'''Atheist's Fedora'''</div>
* Inherently able to speak Felinid.
|0 brute<br>30 brute (thrown)
|It is a tiny item and can also be worn on the head. It is sharp.
|-
|<div class="center">[[File:Carp_plush.png|48px]]<br>'''Carp-Sie Plushie'''</div>
|15 brute<br>10 brute (thrown)
|It is a tiny item. Attacking yourself will made wild space carp non-hostile.
|-
|<div class="center">[[File:Monkstaff.png|48px]]<br>'''Monk's Staff'''</div>
|18 stamina<br>10 stamina (thrown)
|It is considered non-lethal and can only fit on the back. It has a block chance of 40, but 0 against projectiles.
|-
|<div class="center">[[File:Bdagger.png|48px]]<br>'''Arrhythmic Knife'''</div>
|18 brute<br>10 brute (thrown)
|It cannot be put anywhere. It is sharp. It will cause your speed to randomly and wildly fluctuate while held.
|-
|<div class="center">[[File:Pharoah_sceptre.png|48px]]<br>'''Egyptian Staff'''</div>
|18 brute<br>10 brute (thrown)
|It is a normal item.
|-
|<div class="center">[[File:Ratvarian_spear.png|48px]]<br>'''Bronze Spear'''</div>
|16 brute<br>16 brute (thrown)
|It can fit in the belt. It has 35 armor penetration. It is sharp.
|-
|<div class="center">[[File:Servo_Skull.png|48px]]<br>'''Servitor Skull'''</div>
|7 brute<br>15 brute (thrown)
|Can be worn on the neck slot to provide a medical and diagnostic hud.
|-
|<div class="center">[[File:Cross.png|48px]]<br>'''Golden Crucifix'''</div>
|0 brute<br>0 brute (thrown)
|It can fit in the belt and is small-sized, like the normal null rod. When used in hand, will target a cone in front of the user to deal tick damage to any mobs inside of it so long as you stand still. Standard mobs take about 5 burn and 15 stamina per second. Unholy creatures, or those otherwise tainted by unholiness, will take about 10 burn and 10 stamina per second.
|-
|<div class="center">[[File:Fairyboots.png|48px]]<br>'''Fairy Boots'''</div>
|
|
* Very sensitive ears which are more easily damaged.
|The wearer starts with a slowdown, but gains speed the further they walk. Also gives you a fancy trail when you are sped up.
* Easily distracted by laser pointers.
|-
|<div class="center">[[File:Aspergillum.png|48px]]<br>'''Aspergillum and Aspersorium'''</div>
|
|
*[[Captain]]
|An everfilling bucket of holy water. Works as a fire extinguisher but instead using holy water. Does not bless tiles the water touches.
*[[Head of Personnel]]
|-
*[[Head of Security]]
|<div class="center">[[File:ApostateBlades.png|48px]]<br>'''Blades of the Apostate'''</div>
*[[Chief Engineer]]
|12 brute each<br>Can't be thrown
*[[Research Director]]
|A belt holding a pair of blades. Alt-click to unsheathe them, drawing both swords at once. Attacking uses both swords at once, inflicting double the damage. Dropping or throwing them will automatically bring them back to the belt.
*[[Chief Medical Officer]]
|}
|}

Revision as of 09:04, 9 April 2024

EXTRATERRESTRIAL STAFF
Darkspawn.png
Darkspawn
Access: Whatever your mortal disguise had
Additional Access: Anywhere without light
Difficulty: High
Supervisors: None
Duties: Consume people's will and turn into a screamy-monster-thing
Guides: This is the guide

Gamemode in rotation

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.png 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 completely refills your psi and grant an additional lucidity, as well as knocking them out for 30 seconds. You can only gain one lucidity per unique individual, but devouring one again will still refill your psi. Careful! every point of damage they take means one (1) second of sleep taken away. Attempting to cuff them will instantly wake them up. 5 Baseline ability
Pass.png 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.
  • On help intent, clicking a tile will throw you to it for 10 psi.
  • On disarm intent, clicking an airlock will force it open for 15 psi.
  • On disarm intent, clicking a bolted airlock will destroy it for 30 psi, with the time it takes being reduced if you have the passive pass upgrade.
  • On harm intent, will throw the tendrils, knocking over whoever it hits for 4 seconds.
  • Hitting a Cyborg with the projectile will deal 10 damage, cut their headlamp, and stun them for 2 seconds.
  • The tendrils themselves deal 15 damage and break lights instantly in melee.
0 Baseline ability.
Demented outburst.png 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.png Simulacrum Creates an illusion that mimics you and runs forward for ten seconds. The illusion is revealed when examined. 20 psi 1
Tagalong.png 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.png Silver Tongue Recalls the emergency shuttle if the Darkspawn has access to a comms console. 60 psi 1
Creep.png 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 dialation.png Time Dilation Makes you immune to slow down and do actions faster for a minute 75 psi 3
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, their body and face will be covered in sigils that will need to be hidden underneath clothings and masks. Veils have 60 maximum health, but this is reverted upon deconversion. 60 psi 2
Crawling shadows.png 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' Vent crawling, 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.
  • Darkspawn's greatest strength is their mobility, tentacles and lowered damage from light with sigils. Go for maint access or try and bolt open maint doors everywhere. Hopping from one maint to another is your friend, even though light-filled corridors. Darkspawn don't have good choices against multiple targets that don't require bought abilities, so your best option is to throw tentacles or help intent and fly away.
  • Duality sigil is the most important upgrade. Allowing you to throw your tentacle and have them be dragged to you. While also being dragged to the tile Infront of you, increases the paralyze from 2 seconds to 3, meaning they can't do anything, and the knockdown from 6 to 8. This gives you enough time to sleep them or reform tentacles and disarm strike to turn off their lights. Perfect for throwing at someone and running away. Also increases action speed when opening/destroying airlocks.
  • Veil mind is useful if you rush after putting a point in duality. Allows thralls to play sneaky as they have no visual tell outside of their actions, and forces security to focus on mindshielding all of crew instead of hunting you down. Focus on it, or don't go it at all. With 15 being the most likely number of people you'll need to devour will, most of your 18 lucidity will be spent towards the 10 required for all of the sigils required to ascend, leaving little room for defensive abilities.
  • Demented outburst. Big cost, long cast time and noise that gives you away, but perfect as a defensive move. At 100 psi, up to 125 with the sigil, using it twice is about all you have in you.
  • Creep is good for switching between areas, to jump out from maints to devour someone.
  • Silver tongue allows the darkspawn to call the shuttle no matter what time it is at making this a very powerful ability especially if you are doing the veil mind rush.
  • Tagalong. Useful if you jump on someone, jump on sec as they're hunting you, or jump on a thrall. Stops working while you're in darkness, good for espionage.
    • Always Acquire maint access. Always make sure you have a way out of, and into, maintenance. Pick a quiet spot to divulge, you'll have a 3x3 area around you of purple sparkles. Careful of capes, some emit light. Pick up duality and lightward sigil. Now you have a longer stun and less burning from light. Your go-to combo is to have your tentacles ready on harm intent, throw them, wait for the person to fly TO you (if you walk forward, you can be hit and stunned by them as if they were thrown AT you) and hit devour will to create an orb in your hand to click on them with. They're slept. Take their ID if they're sec/high ranking, and bolt. Sleeping people wake up in 30 seconds, each second reduced by each point of damage they take while sleeping. Disarm intent to hit lights so you don't throw yourself or the tentacle. Switch maints often. As you gain more lucidity, either pick up faster healing, faster psi regens or a defensive ability such as demented outburst. Your ascension requires UNIQUE sleeps, so don't be afraid to poke out of maints for a thrown tentacle. You WILL be found out, but darkspawn thrive on being mobile in light and their stuns. Throwing tentacles at Borgs WILL stun them and turn off their light, but you can't fight them consistently without a flash. While in maints, always have a second escape route and avoid fights where you're outnumbered. If in doubt, throw tentacles and disarm-attack people if they're hit and down, which will force them to retreat without a light. You are fast but are weak in light, meaning you need to be smart about picking your fights. Thermal vision is your best friend, and helps you poke out from maints for people staring gawk-eyed at the door.




Null Rod

The second most important tool in your arsenal, the null rod can be a fair variety of weaponry that makes you immune against direct Nar'Sian and Ratvarian magic, and certain Wizard spells as well as heretic mansus. However, it usually can't stop a sword.

Null Rod Variations
Weapon Damage Block Chance Other Stats Notes
Null.png
Null Rod
18 brute
10 brute (thrown)
None -10 wound bonus A rod of pure obsidian and gold lining. Your signature weapon against the supernatural, and the default option your holy armament will manifest as.
Can fit in the belt slot.
Disintegrate.png
God Hand
18 burn
Can't be thrown
None None The burning power of your deity manifest
Chainsaw.gif
Chainsaw Hand
18 brute
Can't be thrown
None Sharp (edged) It cannot be put down.
Tentacle.png
Unholy Blessing
18 brute
Can't be thrown
None Sharp (edged) It cannot be put down.
Arm blade.png
Dark Blessing
18 brute
Can't be thrown
None Sharp (edged)
-20 wound bonus
25 unprotected wound bonus
It is sharp. It cannot be put down.
Claymore.pngCultblade.gifChainsawsword.pngKatana.gifDarkenergy.pngLightenergy.png
Holy Claymore
Dark Blade
Sacred Chainsaw Sword
Hanzo Steel
Dark Energy Sword
Light Energy Sword
18 brute
10 brute (thrown)
30% (but 0% against projectiles) Sharp (edged) They can only be worn on the back or on the belt.
Forceweapon.png
Force Weapon
18 brute
10 brute (thrown)
None Sharp (edged) Emanates a light nearly twice as strong as a flashlight. This light can't be turned off by any means, and resist's a darkspawn's Light Eater.

It can be worn on both the back or the belt.

Corvo 1.png
Folding Blade
18 brute (unfolded)
10 brute (thrown)
None Sharp (edged) Can be folded, reducing its size and concealing it when held. Fits in the belt slot.
Godstaffblue.png
Blue Holy Staff
5 brute
10 brute (thrown)
None None Grants the user a shield that blocks 2 shots every 20 seconds. Fits on your back.
Vibroblade.gifSpellblade.png
High Frequency Blade
Dormant Spellblade
18 brute
10 brute (thrown)
None Sharp (edged)
35 armor penetration
They only fit on the back. Has a faster butchering speed.
Possessedsword.png
Possessed Blade
18 brute
0 brute (thrown)
None Sharp (edged)
Slower throwing speed
Can summon a ghost into it to rename the item and talk. Hitting the blade with your bible will exorcise it, allowing a new ghost to possess the blade. When thrown, will turn into a flying mob that turns back into the sword when killed. Whoever summons a ghost into the sword can slowly recall the sword back to them.
Hypertool.png
Hypertool
18 brain damage
10 brain damage (thrown)
None 35 armor penetration Deals brain damage
Warhammer.png
Relic War Hammer
18 brute
10 brute (thrown)
None None It can only fit on the back and requires two hands to use, but pushes people back on hit (not a throw- it can't impact people against objects).
ClownRender.png
Clown Dagger
18 brute
10 brute (thrown)
None Sharp (edged) It is sharp and will be slipped on when on the ground.
Chain.png
Holy Whip
16 brute
10 brute (thrown)
It can only fit on the belt. It deals double damage against vampires and has a four-tile range.
Fedora.png
Atheist's Fedora
0 brute
30 brute (thrown)
It is a tiny item and can also be worn on the head. It is sharp.
Carp plush.png
Carp-Sie Plushie
15 brute
10 brute (thrown)
It is a tiny item. Attacking yourself will made wild space carp non-hostile.
Monkstaff.png
Monk's Staff
18 stamina
10 stamina (thrown)
It is considered non-lethal and can only fit on the back. It has a block chance of 40, but 0 against projectiles.
Bdagger.png
Arrhythmic Knife
18 brute
10 brute (thrown)
It cannot be put anywhere. It is sharp. It will cause your speed to randomly and wildly fluctuate while held.
Pharoah sceptre.png
Egyptian Staff
18 brute
10 brute (thrown)
It is a normal item.
Ratvarian spear.png
Bronze Spear
16 brute
16 brute (thrown)
It can fit in the belt. It has 35 armor penetration. It is sharp.
Servo Skull.png
Servitor Skull
7 brute
15 brute (thrown)
Can be worn on the neck slot to provide a medical and diagnostic hud.
Cross.png
Golden Crucifix
0 brute
0 brute (thrown)
It can fit in the belt and is small-sized, like the normal null rod. When used in hand, will target a cone in front of the user to deal tick damage to any mobs inside of it so long as you stand still. Standard mobs take about 5 burn and 15 stamina per second. Unholy creatures, or those otherwise tainted by unholiness, will take about 10 burn and 10 stamina per second.
Fairyboots.png
Fairy Boots
The wearer starts with a slowdown, but gains speed the further they walk. Also gives you a fancy trail when you are sped up.
Aspergillum.png
Aspergillum and Aspersorium
An everfilling bucket of holy water. Works as a fire extinguisher but instead using holy water. Does not bless tiles the water touches.
ApostateBlades.png
Blades of the Apostate
12 brute each
Can't be thrown
A belt holding a pair of blades. Alt-click to unsheathe them, drawing both swords at once. Attacking uses both swords at once, inflicting double the damage. Dropping or throwing them will automatically bring them back to the belt.