Nightmare: Difference between revisions

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387 bytes added ,  23:59, 20 July 2021
First wiki article! Rewrites most of the Nightmare page. I got a good boy stamp from Mord
m (guide link, additional information, grammar fixes)
(First wiki article! Rewrites most of the Nightmare page. I got a good boy stamp from Mord)
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{{Needs revision
{{Template:NPA}}
|reason = Taken from TG on short notice. Information may not align with our codebase nor may it fit our standards.
 
|user = Veeblefetzer
}}
{{JobPageHeader
{{JobPageHeader
|headerbgcolor = black
|headerbgcolor = black
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|jobtitle = Nightmare
|jobtitle = Nightmare
|access = None
|access = None
|additional = Jaunt anywhere there isn't light
|additional = Anywhere you can jaunt to
|difficulty = Hard
|difficulty = Hard
|superior = [[Shadowlings]]?
|superior = None
|duties = Spread darkness!
|duties = Spread darkness!
|guides = [https://forums.yogstation.net/threads/whats-a-nightmare-a-short-guide-to-the-antag-that-probably-needs-a-guide-the-least.16954/]
|guides = https://forums.yogstation.net/threads/whats-a-nightmare-a-short-guide-to-the-antag-that-probably-needs-a-guide-the-least.16954/
|quote = *teleports behind u*
|quote = "Don't mind me, I'm here to inspect your lights"
}}
}}


Nightmares are a side antagonist that can be spawned in by [[Random events#Nightmare|random events]], and are hyper glass cannons in that they kill incredibly fast with their armblade but more or less die to one stun in the light. They have some very very strong powers allowing them to pass walls and escape even the wildest of situations if they're smart.
Nightmares come into existence via [[Random events#Nightmare|random events]] and are glass cannons in that they can sabotage the station and deal massive amounts of damage with their armblade but are vulnerable to stuns and sources of light. They have some very strong powers allowing them to traverse walls and easily escape most situations.
== I am the one who shadow walks! ==
== Core Abilities ==
So you're a nightmare, you'll find that you die in the light and heal in the darkness. You have only a few powers but they're really strong. Lets quickly go over them:
==== Light Eater (Armblade) ====
==== Light Eater ====
Nightmares have one of their arm replaced by a specialized armblade. Similarly to the changeling armblade, it is a potent melee weapon but it also has a unique ability which turns any light emitting item (flashlight, lamp, welder, etc.) hit with it into dust. If used to hit a person, all of their items which emit light will turn to dust including hardsuits with an active helmet light. This also works on [[Cyborg|cyborgs]] too, permanently destroying their headlamp until they get a new one installed.
Nightmares carry a modified armblade with them at all times, it works like a normal armblade but it has a couple special properties. If you attack an item emitting light, the light will be turned to dust. If you attack a person carrying lights, all their lights will turn to dust. This works on borgs, too, permanently frying their headlamp, so don't be afraid to go all in.
==== Shadow Walk ====
==== Shadow Walk ====
Shadow walk is what makes a human with an armblade into a teleporting, terrifying, god of maint. Whenever the darkness is low enough, you will be able to Jaunt infinitely as long as you're in darkness. You can pop up anywhere, smack someone with your armblade, and pop back into the shadow walk BUT if you shadow walk into light you will be abruptly kicked out of the jaunt. Also, beware that entering and exiting Jaunt is quite loud.
Nightmares have the ability to jaunt and move through doors and walls as long as they are within darkness. Shadow Walk is a very powerful ability which when combined with the light eater can make attempting to fight a Nightmare in a dark area such as maintenance a very dangerous task. However, if the Nightmare attempts to walk into a lit area, they will be forcefully pulled out of their ethereal jaunt.
==== Organs ====
==== Organs ====
Nightmares have some unique organs. If you manage to kill one, implanting these will result in special properties.
Nightmares have a few unique organs. If killed, these can be surgically inserted into someone to gain special powers. Nightmares also benefit from these abilities as long as the organs remain within them. '''Having Nightmare organs implanted into you does NOT make you an antagonist if you weren't one before'''
* '''Brain''': Instead of a normal brain, Nightmares have a "Tumorous Mass". When implanted into a host, it fully transforms their body into a Nightmare, with all its abilities. It also gives control of the body to the original Nightmare the brain was taken from, but you can take it back out and return their normal brain to transform crew smoothly.
{| class="wikitable"
|-
! Name !! Organ !! Effect
|-
| Tumorous Mass || Brain || Turns the host into a Nightmare. Since this is the brain of the Nightmare, attempting to implant this organ into a new host will give control of the host body to the Nightmare
|-
| Heart of Darkness || Heart || Turns one of the host's arms into a Light Eater. Grants the ability to revive if the body of the host is left within darkness.
|-
| Burning red eyes || Eyes || Grants the host night vision.
|}
==== Other ====
Nightmares are immune to atmospheric conditions and will evade ranged projectiles while in darkness. However, they cannot fire guns.
 
== Being a nightmare ==
As a nightmare, you have very powerful abilities but at a severe drawback which is that light will shut down your attacks. You must focus on destroying all lights if you want to win an encounter. Thankfully, your Light Eater, as the name implies is a great way to get rid of any light source. Hitting a person with it will destroy all of their active light sources. You can also use it to disrupt the lighting in an entire area by using the high damage potential to destroy [[Engineering_items#APC|APCs]]. Your shadow walk ability allows you to quickly get out and in of a battle which is a very useful ability.
It allows you to easily pick your fights by jaunting out if you see a group of heavily armed [[Security Officer|security officers]] heading your way and jaunt in if you see an [[Clown|easy prey]] wondering alone.


* '''Heart''': Instead of a normal heart, Nightmares have a "Heart of Darkness". When implanted into a host, it reshapes one of the host's arms into a light eater permanent armblade. It has the ability to revive its host from the dead if the body is shrouded in darkness. The mutant human (no matter how menacing that armblade may be) is still a member of the crew, and therefore not an antagonist.
== Fighting a Nightmare ==


* '''Eyes''': Instead of a normal pair of eyes, Nightmares have "Burning red eyes." When implanted into a host, they can see perfectly in darkness.
==== Other ====
Nightmares have night vision, are immune to atmospheric conditions as if they were golems, and will dodge all ranged projectiles while shrouded in darkness. However, they cannot fire guns.
== There's a scary shadow monster on the station, what do I do?? ==
Well, here's a couple tips for fighting them.
=== Stay in the light ===
=== Stay in the light ===
There is no way a Nightmare will bother you if you're in a lit room and all rooms around that are lit. Staying in safe departments, maybe security or the bridge, will basically guarantee your safety. If lights start breaking, though, it's time to move.
Nightmares cannot jaunt into lit rooms and will receive constant passive damage if they are in one. Remaining within safe lit up areas such as the [[Medbay|medbay]] will basically guarantee your safety as long as the lights stay on.
=== Bring a friend ===
=== Stay close to someone ===
If you wander alone, one hit from the Nightmare means certain death as it turns off all your lights. Fighting a Nightmare in the shadows is right next to impossible, considering they can jaunt around you swinging their light eater and ignore ranged weaponry. Even if you manage to stunbaton them, they could just shadow walk until their stun wears off. With a friend, they'd have to hit you both for complete darkness and a friend can pull you out if you lose your lights. If a Nightmare attacks you they would have to go all in as they can't just leave if one of you has lights.
If you wander alone in dark areas like [[Maintenance|maintenance]], you are likely to face certain death as a single hit with the Light Eat will destroy all lights you may be carrying. Fighting a Nightmare in the shadows is a nearly hopeless task as they can jaunt behind you swinging their armblade while being immune to ranged weaponry. Even if you manage to stun them, they could just shadow walk until their stun wears off. With another crew member, the Nightmare would have to hit you both for complete darkness and a friend can pull you out if you lose your lights. If a Nightmare attacks you they would have to commit as they can't jaunt away as long as there is light.
=== Bring a spare light ===
=== Bring a spare light (But keep it off) ===
The light eater consumes anything that is currently giving lights, but if you have a glowstick or flashlight that hasn't been turned on it won't be destroyed. If you get hit swap to your second line of defense, more lights!
The Light Eater consumes anything that is emitting light, but turned off flashlights and unused glowsticks won't be destroyed. If you get hit, turn on another light source.
=== Deny escape ===
=== Deny escape ===
If there are no lights while fighting the Nightmare, it will simply leave if it feels it is losing. Deny escape! You can crack on a glowstick and throw it for a great way to stop a jaunted Nightmare from escaping, or set it on fire while it's manifested so the denial of its escape is attached to it. Be sure to always be CLOSE to the nightmare as once again, if it escapes to darkness it has won the battle - it will recover, you will not.
If there are no lights while fighting the Nightmare, it will simply leave if it feels it is losing. Deny escape! You can crack on a glowstick and throw it for a great way to stop a jaunted Nightmare from escaping, or set it on fire while it's manifested so the denial of its escape is attached to it. Be sure to always remain close to the nightmare and deny any escape route as if it escapes to darkness, the Nightmare will recover their health much faster than you will if you even can.
 


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