So, you're a Bloodsucking vampire aboard Space Station 13. Hope admins god has mercy on you.
Bloodsuckers are undead predators out to enslave the station to their will. Though they can recognize eachother, they usually act independent of one another.
Most of these traits are concealed or otherwise overriden by the Masquerade ability.
Passive brute resistance
Passive healing that scales with rank
Night and thermal vision
Being undead, and therefore having cold blood, a non-beating heart, immunity to toxin damage, immunity to oxygen damage, and immunity to falling unconscious or entering critical condition (outside of Torpor).
Burn damage vulnerability: this includes fire, hot temperatures, and lasers.
Constant blood loss
Lack of DNA, which is easy to discover with a genetic analyzer.
Lack of a reflection, which is easy to discover with a mirror.
Photosensitivity (weakness to bright lights), which requires bloodsuckers to have two layers of protection against flashing/welding.
Bloodsuckers are active during the night and may roam freely, while their hud tells them how much time there is until the inevitable daytime. By default, Sol starts every 10 minutes, with a warning when there's 1.5 minutes left, and a second when there's 25 seconds left.
Vassals also know when Sol is nearby, being given a minor warning when it's about to hit.
During the daytime, Bloodsuckers must be in a Coffin or Locker to avoid burning to death. Coffins will fully protect you from the UV lights, and your Claimed coffin can be locked so people don't open it mid-sol. Lockers offer some protection, but it is still dangerous, especially at higher ranks.
The damage from Sol increases with your Rank. Rank 0 Bloodsuckers will not be set on fire.
During Sol, Bloodsuckers will gain more ancient, giving them a Rank that they could spend to grow stronger. Entering a Coffin while they have unspent Ranks will allow them to spend them, but only if they are in a clan (which they do using the Antag info panel's second tab).
The Masquerade is a code that all Bloodsuckers must follow to ensure their continued undead lives by preventing people from finding out of their existence.
Aggressively feeding off of someone too close to a non Bloodsucker/Vassal/Curator will land you a Masquerade infraction, getting 3 will officially break the Masquerade.
Additionally, if the Curator discovers you with their Archives of the Kindred, that will instantly break the Masquerade.
Once the Masquerade is broken, your hud will turn blue, become valid to all other Bloodsuckers, and Malkavian Bloodsuckers will gain the objective to ensure your death. Additionally, Curators will be able to tell you are a Bloodsucker from simply examining you, just like a Vassal would.
Your Vassals will additionally no longer be fully commited to you, allowing other Bloodsuckers to steal and Vassalize them for themselves.
Humanity decides how fast you enter a Frenzy, and how much burn damage you get while inside one. Feeding off of a rat (Unless Nosferatu or Malkavian) will cause you to lose some humanity, while feeding on someone until they die will cause you to lose a lot.
Bloodsuckers will be notified if they happen to have lost some of their Humanity.
Once Bloodsuckers lose enough blood (determined by Humanity), they will enter a Frenzy.
While in a Frenzy, your screen turns a blood-red as you gain the ability to instantly aggressively grab people. Your Feed ability will get a major buff while in Frenzy, drinking at a massively increased speed and drink rate.
As a bloodsucker, you have an array of unique powers. After every day passes, you rank up, and may claim ranks by sleeping in a coffin and choosing a power. This only works if you are part of a Clan.
Ranking up will increase the individual levels of all current powers by one. It also raises your strength, resistance, health, feed rate, regen rate, and maximum blood. The main drawback here is that ranking also increases the damage you take from burn and solar flares.
There are 2 types of powers: Single use, and constant cost
You can find more (and generally more up-to-date) information on Powers using your Antag Panel in-game.
Constant cost power that sucks the blood of a nearby human or rat. Blood is sucked faster if the target is passively grabbed. Additionally, the target will be put to sleep if aggressively grabbed. Feeding on a rat as non Nosferatu/Malkavian, or feeding on a human until they die, will cause you to lose Humanity. Aggressively feeding on a human while near another non Bloodsucker/Vassal will cause a Masquerade violation.
Feed will not work unless you are at least Rank 1.
You gain one rank for free when entering a Clan through your Antag Panel UI, enter a Coffin to claim it once complete.
Constant cost power which temporarily forges a near human-like identity, forging Health and Genetic analyzer results, as well as hiding pale skin and Brain traumas. Additionally, you will forge results for the Archives of the Kindred, appearing as a non Bloodsucker to Curators.
Constant cost power which hides your identity, becoming a new person until the ability is deactivated.
Single use power, only given when Sol is near and you have a Coffin claimed.
Teleports the user to their coffin in exchange for a considerable blood cost, while leaving behind a bat or mouse in their place.
If someone watches you teleport (Vassals are excluded), you drop all your current belongings on the floor where you teleported from.
Single use power that deals ferocious damage to individuals, being able to even knock them unconscious at higher levels, along with being able to snap out of any restraints, lockers and grabs, punishing the grabbing individual.
At level 3, you get the ability to break closets open, additionally can both break restraints AND knock a grabber down in the same use.
At level 4, you get the ability to bash airlocks open, as long as they aren't bolted.
Bloodsuckers in the Brujah clan receive an enhanced version of the Brawn ability called Brash. This variant functions similarly to Brash itself, but it deals more damage, is a bit more powerful at earlier levels, may be used on an extended catalogue of structures, and has a dynamic (target-dependent) cost and cooldown. Tables, windoors, shutters, and grilles are all valid targets for Brash; at later ranks bolted airlocks, walls, and windoors become vulnerable to the ability as well.
At level 1, you already have the ability to break open lockers.
At level 2, you get the ability to pry open unbolted airlocks.
At level 3, you get the ability to pry open bolted airlocks.
At level 4, you get the ability to break normal walls and windows.
At level 5, you get the ability to break reinforced walls and windows.
Constant cost power which turns the user into a concrete wall, giving brute resistance scaling with level, dismember and pierce immunity. It additionally gives stun resistance scaling with rank. This comes at the cost of being unable to run while it is active.
At level 4, you gain complete stun immunity.
Single use power. Spin around and, after a short delay, dash at someone, causing instant aggressive grabs, towards anyone regardless of distance. This will be lowered to a passive grab if the target is wearing a riot suit.
If you dash at someone from behind or invisible (ex: Cloak of Darkness), then you will temporarily knock the victim down.
Higher levels increase the knockdown time.
At level 4, you no longer spin around and will instead immediately perform the lunge, however you are limited to a 6 tile range.
Single use power, dash somewhere with supernatural speed. Those nearby may be knocked away, stunned, or left empty-handed.
Constant cost power that turns the user nearly invisible, and cannot be seen by the AI. You can only activate this in the darkness, and you cannot run while it is active.
Single use power, immobilizes mortals who stare into the user's eyes, this only works if the user doesn't have eye protection, and after a short timer delay.
At level 2, your target will additionally be Muted.
At level 3, you will be able to use the power through items covering your face.
At level 5, you will be able to mesmerize regardless of your target's direction.
Single user power, a simple two tiles movement, which can let the user skip past doors, barricades, and windows, while also removing restraints.
Tremere Powers work separate to default Bloodsucker Powers, as they are simultaneously Single Use AND Constant Cost Powers.
There are 2 parts of a Tremere Power:
On Activation: The effect you gain immediately from triggering the Power.
On Use: The effect that happens when using it.
The Power has 2 stages:
Regular - levels 1 to 3, the Power is weak and will gain little between level.
Advanced - level 4/5, the Power grows considerably stronger, with some drawbacks.
The more advanced a Tremere Power is, the shorter the cooldown, and higher the blood cost.
On Activation: Hide yourself within a Cloak of Darkness.
On Use: Teleport to your chosen location.
Level 1: Teleport has max 2 tiles
Level 2: Teleport has max 3 tiles
Level 3: Teleport has no limit
Level 4: Teleport will cause nearby people at the destination to bleed
Level 5: Teleport will cause nearby people at the destination to bleed and temporarily fall asleep
On Activation: None
On Use: Mesmerizes your chosen target.
Level 1: Will immobilize your target
Level 2: Will immobilize and mute your target
Level 3: Will immobilize, mute and blind your target
Level 4: Will immobilize, mute and blind your target. If your target is dead, it will instead revive them as a Mute/Deaf Vassal for the next 5 minutes before being deconverted and dropping dead.
Level 5: Will immobilize, mute and blind your target. If your target is dead, it will instead revive them as a Vassal for the next 8 minutes before being deconverted and dropping dead.
On Activation: Gives a Blood shield (If at least rank 2)
On Use: Fires a blood bolt.
Level 1: Gives a Blood bolt that deals 20 burn damage to living targets.
Level 2: Gives a Blood bolt that deals 20 burn damage to living targets and a Blood shield, a shield with a 75% block chance, but costs 15 blood per hit to maintain.
Level 3: Gives a Blood bolt that deals 20 burn damage to living targets and additionally breaks open lockers/doors. Gives a Blood shield, a shield with a 75% block chance, but costs 15 blood per hit to maintain.
Level 4: Gives a Blood bolt that deals 40 burn damage to living targets and additionally breaks open lockers/doors. Gives a Blood shield, a shield with a 75% block chance, but costs 15 blood per hit to maintain.
Level 5: Gives a Blood bolt that deals 40 burn damage to living targets while stealing a ton of their blood and additionally breaks open lockers/doors. Gives a Blood shield, a shield with a 75% block chance, but costs 15 blood per hit to maintain.
Constant cost power, slowly regenerates Brute, Burn and Toxin damage, in exchange for Blood and Stamina. Done by the mixing of your master's blood with your own. Does not cost your Master's blood.
Single user power, injure yourself, allowing you to make a desperate call in such a pitch that only your Master will hear, giving them your location.
Single user power, bring a Vassal back into the Fold. RMB: Check Vassal status.
Using the Power while you have an Ex-Vassal (A Vassal with a dead Master) in your grab will instead slave them to you, however they will be on a timer that will deconvert them unless feed them with Blood, which you gain by using the ability while you have a blood bag in your hand. Right-clicking on the Power will give a status of all enslaved Vassals.
As a vampire, you can create Vassals. Vassals are normal crewmembers who serve you due to torture persuasion and are addicted to your blood.
Vassals obtain complete loyalty to you, and are deconverted either by your death, or by Mindshielding. They get the Recuperate power and a pinpointer that always points to their Master's direction.
Vassals are useful, as they are Human to an Asimov AI, and are an extra helping hand whenever you're in trouble.
If a Vassal's Master dies, they become an Ex-Vassal, open to falling victim to a Revenge Vassal or another Bloodsucker.
Bloodsuckers can assign special Vassals through the persuasion rack by attempting to vassalize an already-existing Vassal. These vassals gain special abilities depending on the Clan and Type. You can only have one of each type per round.
Benefits:
Caitiff - Gains the Brawn ability
Nosferatu - Gains the ability to Ventcrawl while naked and becomes disfigured
Tremere - Gains the ability to turn into a bat and back at will
Ventrue - Gains Distress and allows the Bloodsucker to slowly turn them into a Bloodsucker
Malkavian - Hallucinates and gains phobetor prophet (Beefmen tears)
Benefits:
Gets the Fold ability when their Master dies, carrying on their legacy by keeping their Vassals' addictions running off of artificial Bloodsucker blood. They can examine people to tell if they are an ex-vassal.
Through their Antagonist UI page, Bloodsuckers can (and should) join a Clan.
There are more Clans than those listed here in the game, but they are unplayable. Their scope is mostly limited to flavortext (though there are some very limited mechanics for them).
Caitiff means 'No Clan', it is the default way of playing Bloodsuckers.
Clan Objective: Ensure Nosferatu steals and keeps control over the Archive of the Kindred.
You lose the Masquerade and Veil abilities, become permanently disfigured, permanently become Pale Death, and get a bad back, in exchange for the ability to Ventcrawl at will. Maintenance is your best friend here, as anyone can tell you're a Bloodsucker from a simple Examine!
Clan Objective: Upgrade a Blood Magic power to the maximum rank, remember that Vassalizing gives more Ranks!
Tremere Bloodsuckers will ignite if they enter the Chapel.
They also lose all non default Powers, and instead gain 3 new Tremere Powers that they Rank up overtime;
They also gain a new Rank to spend at their Coffin when Vassalizing someone, allowing them to grow faster as they are not required to wait for Sol.
Clan Objective: Use the Candelabrum to Rank your Favorite Vassal up enough to become a Bloodsucker.
You are limtied to purchasing 3 powers, afterwards you must spend it on your Favorite Vassal by buckling them onto a Candelabrum and clicking on it, like a Persuasion Rack. If you do not have any spare Ranks, you can instead spend 550 Blood. Your current powers will be Ranked up with your Favorite Vassal. You also lose the ability to drink blood out of non-sentient beings (Unless in a Frenzy).
Abilities you can purchase for your Favorite Vassal:
Additionally, your Favorite Vassal will become more Vampiric as they rank up.
At Rank 2, they become Coldblooded, no longer Breathe and get Ageusia.
At Rank 3, they become immune to Softcrit.
At Rank 4, they become Sleep and Disease immune (This doesn't cure any diseases they already had)
At Rank 5, they become immune to Hardcrit and become resistant to wounds.
At Rank 6, they become a full-Bloodsucker, though they cannot rank themselves up.
Clan Objective: Final Death any Bloodsucker who breaks the Masquerade.
You gain x-ray, and begin to constantly hallucinate, as well as become a Bluespace Prophet, gaining the ability to enter Bluespace tears in reality, even when people are looking. They will also, unless on Masquerade, spit out random 'Revelations'.
Clan Objective: Subvert one of the highest ranking station crew members by turning them into a Discordant Vassal.
You break the Masquerade immediately upon entering, gain the Brash ability, lose enough Humanity to raise your Frenzy threshold by 375, and gain the ability to turn one (usually high-ranking) person on the station into a Discordant Vassal.
A Bloodsucker's Base means everything, as it is where they sleep during Sol, and Vassalize crewmembers.
An important step is to create your lair. Your lair will be defined by your coffin, but you can also sleep on other coffins and have the same effect, albeit they won’t be bolted and can easily be opened by anyone.
To create a coffin, you need to either use Wood in hand, or access the structures section of your crafting menu. You unlock stronger coffins in the crafting menu once you have a lair claimed.
Entering a coffin will allow you to claim it, causing that area to become your ‘lair’. Structures such as the persuasion rack can only be built while you have a lair, and can only be built within it.
AltClicking your coffin will unclaim your lair, unbolting your Coffin and all other Bloodsucker structures.
Persuasion racks are built with 2 cable cuffs, metal, wood, a welder and a wrench from the structures section of your crafting menu. Persuasion racks (like other bloodsucker structures) are only available once you have claimed a coffin, and they can only be built in your lair.
Clicking a persuasion rack with an empty hand in your lair will secure it in place, allowing you to buckle people to it. They be unsecured via Alt+Click.
When someone is buckled to a rack, clicking it will begin to torture whoever is on it.
The process can be made faster depending on the item in your alternate hand;
Slowest - Empty | Fast - Blunt object | Faster - Sharp object | Fastest - Open Welder
The torture process takes 3-4 attempts, and if it succeeds, they are turned into your loyal Vassal.
If the person is already your Vassal, you will be offered to turn them into a Special Vassal type.
If the target is mindshielded, the victim has to willingly join you, and will lose their mindshield upon accepting.
Candelabrums are built with 3 iron sheets, 1 iron rod, 1 candle, a welding tool, and a wrench.
Wrenching a candelabrum down will secure it in place, allowing you to turn it on and off. Bloodsuckers can Ctrl+Click from a distance to toggle them, and both Bloodsuckers and Vassals can toggle them manually at close range.
Non Bloodsuckers/Vassals near the Candelabrum as it is active will cause them to get a major mood debuff, and will cause them to begin to hallucinate.
Braziers are built with 2 iron sheets, 3 iron rods, 2 wood planks, 10 units of welding fuel, 10 units of blood, a welder, and a wrench. They are brighter variants of candelabrums that don't cause insanity to those around them. They are mainly used for decor though there are plans to give them additional uses in the future.
Blood mirrors are wall-mounted structures built with 2 silver sheets, 5 glass sheets, and 100 units of blood. They are tools that allow bloodsuckers to oversee their vassals from a distance. Any vassal observed through a blood mirror will gain red eyes until unobserved with it, and vassals who lack eyes may not be observed with a blood mirror.
Blood thrones are built with 3 cloth, 5 iron sheets, 1 wood plank, and a wrench.
You must bolt blood thrones in your Lair before being able to buckle yourself onto them.
While buckled into a Blood Throne, anything Bloodsuckers say will instead be broadcasted to all of their Vassals. Any Non-Bloodsucker trying to buckle themself into one will horribly fail.
Cryptic documents explaining hidden truths behind Undead beings. It is said only Curators can decipher what they really mean.
The Archives of the Kindred can only be used by Curators.
The Archives will not work on any Bloodsucker currently using the Masquerade ability.
Curators are the only ones with knowledge on what a Bloodsucker is. They are equipped with the Archives of the Kindred, and is the only person on station able to use it. They are Historians, and can tell Bloodsuckers apart from simply examining them, if they have broken the Masquerade.
Stakes are a Bloodsucker's worst enemy. If embedded, a Bloodsucker will not heal in a Coffin, nor will they be able to use their powers. Additionally, forcing a stake through a Torpor'ed Bloodsuckers chest will cause Final Death, gibbing them.
Stakes are all listed under the WEAPONRY tab in the crafting menu, though the wooden stake itself can also be crafted by using a sharp object on a piece of wood.
Getting armor is important. You're still very weak to burn damage, so lasers will be very lethal against you. The reflective trenchcoat will help against this.
Predatory Lunge + Feed is a good strategy to take down unsuspecting targets.
Your fists are your weapon. As you Rank up, your punch damage increases, making you a very dangerous foe on melee combat.
If you feel hunted early on then you can try spending Sol in a locker. At lower ranks this is less dangerous, and there’s a huge difference between being defenseless for one minute inside a coffin and spending twenty seconds healing burn damage.
Since vassaling requires harming someone, a good tool will make vassaling faster. A good example is a welding tool, which makes the process faster than simply using your fists.
A good place to find metal is auxiliary base, and maintenance usually has wood in either 50 stack planks or wooden barricades, along with several public areas (these commonly being library or the bar) having wooden tables.