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games:sc13:crew_positions:revenant

Revenant

DECEASED? STAFF Revenant.png Revenant Access: You can fly through walls Additional Access: N/A Difficulty: Easy to Average Supervisors: None Duties: Eat the crew's life force, break windows, overload lights, induce crippling depression in the clown, break windows, transmit spooky messages, cry when the chaplain hits you, break windows. Guides: This is the guide Quote: Rev in medbay! No, the other rev!

Revenants are ghosts that have been infused with strange alien energies and brought partially back into the mortal plane. They are invisible to the naked eye but can still be influenced by magical or holy means. In addition, machinery may recognize a revenant's presence. Revenants are typically immortal while invisible, but most of their spooky abilities will reveal them to the crew for brief amounts of time. Contents [hide] 1 Becoming a Revenant 2 Delicious Life Force 2.1 Abilities 3 Fighting the Unholy Menace Becoming a Revenant

There are two ways to become a revenant. The first is for an admin to spawn in a revenant and quickly place you into the mob. The second way is for a random event to happen. You must have the Revenant preference toggled on (use the verb for special candidancy in the Preferences tab) and you may be selected. A sound will play to your client in case you were alt-tabbed or something and you will spawn in certain areas that are thick with death or the presence of the dead. Delicious Life Force

So, you're a newly-spawned revenant. One of the first things you may notice is that you look badass you have a large display to the right with a number and an E next to it. That's essence, and it is your most important resource. Your maximum health is your essence, and it will regenerate up to 75 by default. If your essence hits zero, you die, leaving a pile of blue dust that will regenerate into a new revenant within a minute if not scattered. Anyway, most of your abilities are behind a lock and you need to have some essence to unlock them. To get essence, you have one ability by default: Harvest. This can be used while next to an unconscious or dead human to gain a small amount of essence. This is a very small amount, though if the target is still living it can be much higher, and you can't drain the same corpse twice, so you'll need to get creative or wander around for a bit. Note that while you're harvesting something or have recently used an ability, you can be seen and attacked by the living. While revealed to the living, you cannot move through walls or most solid objects, though you can open doors, move across tables and plastic flaps, as well as go through living mobs. Abilities Below is a list of all the abilities a revenant can use. Name Unlock Cost Use Cost Cooldown Stun and Reveal Times Description Harvest Unlocked at start N/A No Cooldown Stuns and Reveals for 5 seconds. Activated by clicking on a target, Harvest will cause you drain essence from an unconscious or dead human - the essence depends on their state; 15-20 essence for dead corpses, 35-50 for corpses with the soul still in or 45-70 for still-living humans with no soul, and 75-100 for a still-living human with a soul. If they're unconscious when you do this, the human will also die. If you drain a living human or a perfect soul, it is possible to gain a higher maximum essence. Toggle Nightvision Unlocked at start N/A No Cooldown N/A Allows you to toggle your nightvision, which is on by default. Transmit Unlocked at start N/A No Cooldown N/A Allows you to send a spooky message to a single target. Can be cast in walls. Defile 75E unlock cost 30E use cost 15 seconds Stuns for 1 second, Reveals for 4. Defiles the nearby area(9×9), removing holyness from nearby tiles, ripping up tiles, rusting walls, damaging windows, opening most containers, and causing lights to flicker. Overload Light 100E unlock cost 40E use cost 20 seconds Stuns for 3 seconds, Reveals for 8. Causes nearby(13×13) light fixtures to, after a brief, spark-filled delay, shoot bolts of lightning at anyone still in the area, doing medium damage but stunning and releasing lots of sparks. Malfunction 150E unlock cost 45E use cost 20 seconds Stuns for 2 seconds, Reveals for 8. Causes nearby machines and objects to malfunction(9×9), with a chance of emagging instead. Also stuns cyborgs, emps humans, and emags bots instantly. Blight 200E unlock cost 50E use cost 20 seconds Stuns for 2 seconds, Reveals for 5. Infects nearby(9×9) humans with a virus that causes a large amount of stamina and toxin damage over time if nor cured. Nonhumans will take toxin damage. Also damages or kills plants. Fighting the Unholy Menace

So you're a crew member and you just saw a guy with purple lights flowing out of him leading into a spooky blue ghost. You've shouted over radio and now the crew know. Revenants can range from annoying to amazingly dangerous, and the more corpses they drain, the more powerful they get. However, there's a few things you can do to fight revenants. First of all, get the chaplain. Their null rod is incredibly powerful against the revenant and will drain large chunks of essence from them. Revenants are generally hard to fight, mainly because they're both invisible, can phase through walls, and can't take damage in this state, but there are a few ways around it. Generally, waiting for them to drain someone or reveal themselves is the best time to go ham on their ass. They also can't pass through tiles with holy water unless they Defile it, so go cover the station in it, or better yet, spray it over them when they cast something.


Revenant Access: Anywhere, provided you still have hands Qualifications: Not defined Employers: Not defined Supervisors: No one Duties: Be creative! Make interesting gimmicks that revolve around bluespace, the possibilities are nigh endless Guides: This is the guide, duh

Contents 1 OOC Foreword 2 Objectives and Mechanics 2.1 Abilities 2.2 Riftspeak 3 Banishment! 3.1 Neutralizers 4 Gimmicks 4.1 Avengers 4.2 Haunting A Revenant is an intelligent trans-dimensional being that is able to perforate reality and appear in non-bluespace realms (such as the station). Humanoid in appearance, these beings are equipped with blades lined along their arms as well as eyes capable of piercing even the darkest of voids. Revenants are gifted with numerous boons; they are able to continue surviving within space, learning languages mere seconds after first hearing them and intelligence that is comparable of that to most species found within the Orion Spur.

OOC Foreword Revenants are typically not selected at round start, and spawn in usually after roughly 20-30 minutes of a round has passed. It is important that those joining as these trans-dimensional beings check into AOOC and find out whether the other players have decided upon a gimmick, as the gamemode heavily relies on various roleplay techniques that can easily be disturbed should a player decide to not follow the agreed upon gimmick!

Like most other antagonists outside of admin-run events, Revenants are considered non-canon; they do not exist outside of the round that they are featured in. A character would not have any information beforehand of these beings as there is no information about them, and roleplaying as if you can will lead to administrative punishment!

Objectives and Mechanics Revenants have no set objectives besides crafting a story that players can engage in and enjoy. It is heavily encouraged to communicate with other revenant players in AOOC in order to devise an enjoyable gimmick. At the end of the page is a section dedicated to possible gimmicks for this gamemode, each with their own objectives and “lore” to go with it.

Abilities Revenants possess a few abilities that they can use to advance themselves, usually ones comprised of methods to assist in adjusting to the new dimension they find themselves within.

Revenants have shredding claws, which - when enabled by flipping to harm intent - are capable of destroying windows and ripping open doors. Obviously this makes them formidable weapons against the crew. Imbued with vocal cords capable of rupturing eardrums, Revenants are able to shatter lights within a seven turf radius. This shrill sound will destroy most lights in the surrounding area. Revenants are equipped with natural night-vision, usually toggled through the deployment of their secondary eyelids which allows for shadow vision. This also grants them thermal vision, allowing them to see others through walls. Revenants are capable of dissolving themselves. Mechanically this does nothing other than kill yourself with little consequence. Do note that using this does count towards the rift kill goal. Riftspeak Though revenants are capable of learning other languages in an instant, they do have their own, namely Riftspeak. This language transcends most barriers, particularly distance; it can be heard from anywhere, and only heard by those who know how to speak it, namely revenants. Mechanically it can be likened to Changeling's Hivemind language. Prefacing your speech with ,rs will allow you to use Riftspeak, otherwise by default you'll just use the usual revenant language (which can be understood by TCB speakers with 80% accuracy!)

Banishment! Strangely enough, it turns out revenants are more or less linked in some way, thus if enough revenants are forcefully removed from the realm, the rest from the rift are kept from materializing in the station's realm as well. Essentially, when a revenant is vanquished (probably through lethal force), their body may collapse into a rift. These typically show up after enough bluespace disturbance has occurred, namely if enough revenants have been killed. This rift, however, really doesn't feel like staying where it is, thus it will jump elsewhere around the station, anchoring itself and hoping for the best. This gives the crew an opportunity to dispel the rift and prevent more revenants from appearing.

Neutralizers Though revenants are tangible and can be slain, rifts require a bit more finesse to get rid of. Research will need to create devices called Bluespace Neutralizers (which requires levels in materials science, engineering, and bluespace tech), special handheld equipment that is geared towards dematerializing rifts to otherworldly dimensions. The devices are simple to use: simply activate the item in your hand and make sure you can see the rift - the neutralizer will begin its work automatically. You don't even need to hold it, you can set it down wherever you want as long as the device can see the rift and it's turned on.

Once a rift is destroyed, a stockpile of… interesting… equipment may show up in its place. This gear will most likely be useful against any remaining revenants, so you may as well use it all. Obviously other revenants will be doing their best to make sure no neutralizers are attacking their vulnerable rift. In fact, they're informed from wherever they are when their rift takes damage. Beware!

Gimmicks Avengers You are beings who have survived in bluespace for millennia, surviving as incorporeal beings that were undisturbed for a large majority of their existence; that is until the discovery of bluespace. For decades, your species has been attacked by invaders that seemingly rip large holes into your reality, perforating it and murdering millions as they travel within. Now, your species has finally unlocked the ability to travel to their realm, where you all plan to ensure they can never again return to your dimension.

Haunting You are echos, even spirits, of those who have perished within Romanovich Cloud. Your deaths typically forgotten by many; miners, scavengers and raiders who have done their best to earn a quick buck, but have failed miserably. You are merely forgotten remnants, with nothing better to do that to aimlessly wander the Romanovich Cloud. It is only by pure chance that you've managed to discover the NSS Aurora, where life teems … perhaps you can reach out?

games/sc13/crew_positions/revenant.txt · Last modified: 2023/06/15 00:29 by wizardofaus_doku

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