Blood Worm
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| {{#if:| [[File:|64px]] | }} {{#if:Bloodworm.png| Файл:Bloodworm.png | }} {{#if:Bloodworm.png | | {{#if: | | }} }} Blood Worm |
Additional Access: Whatever access your host currently possesses |}}Difficulty: Medium Supervisors: Nobody Duties: Consume blood, propagate and complete your objective/s Guides: This is the guide {{#if: | Quote: {{{quote}}}}} |
Blood Worms are a species of space-faring leech, massive in size and ferocious in hunting. Their origins are unknown to most, but to some, they are among their greatest creations. A failed Syndicate bioweapons project, snuffed out by benefactors after a "lack of results", and yet... here they are. On a Nanotrasen space station. What a fitting habitat, isn't it?
Файл:Pastatomato.png Danger Noodle[править]
Blood worms are a species of space-faring leech that has been derived from Earth leeches by the Syndicate in a secret bioweapons development project. At the time, the project didn't yield adequate results, which led to its cancellation. For a (lore-wise) unspecified reason, the blood worms have managed to escape from the facility they were created in.
While unarmored, they possess wicked sharp teeth that cut deep, night vision, acidic spit, and the ability to rapidly self-reproduce given enough blood to feast on. Their most terrifying ability is their blood parasitism; they can alter their bodies into blood to infect humanoid corpses, taking control of the body entirely as the worm's new host.
Blood worms are an intelligent, sentient, sapient and social species. They commonly work together to achieve their goals, and can identify each other at a glance. Still, they are not a closely linked hivemind, and act on their own accord. They do have their own "language" called wormspeak (.w) that only other blood worms understand.
Файл:Brokenbottle.png The Blood Worm Growth Cycle[править]
Much of a blood worm's gameplay involves consuming blood and growing through the three primary growth stages. Blood worms overall grow stronger as they grow and need more blood than the previous stage to grow, but this is all in service of eventually reproducing into even more blood worms!
Abilities mentioned in this section are detailed in the next section.
Hatchling[править]
All blood worms enter the round as hatchlings! They look like red leeches and are a little larger than a rat. They are very weak and hungry at this stage, with only 80 health and 12-14 brute damage per bite. They are the only growth stage that can use the station's vents/scrubbers to navigate the station undetected, and they can squeeze under airlocks to bypass them.
- Worm Abilities: Leech Blood, Invade Corpse, Mature
- Host Abilities: Inject Blood, Leave Host, Revive Host
Juvenile[править]
After a hatchling finishes maturing in their cocoon, they will grow into a juvenile! They grow much larger, being almost as tall as a human and have considerably more strength, with 120 health and 18-22 brute damage per bite. Their teeth are also larger and razor sharp, being able to commonly inflict puncture bleed wounds on attack. They gain an additional ability to spit corrosive blood in worm or host form as either a ranged projectile attack or to melt handcuffs on their host! As a result of their new size, they can no longer ventcrawl, but they still retain their ability to squeeze under airlocks.
- Worm Abilities: Spit Blood, Leech Blood, Invade Corpse, Mature
- Host Abilities: Spit Blood, Inject Blood, Leave Host, Revive Host
Adult[править]
After a juvinile finishes maturing in their cocoon, they will grow into an adult, the final growth stage! They grow to a monstrous size, being taller coiled-up than a human and have vastly more strength, with 180 health and 25-30 brute damage per bite! They are however a bit slower due to their size. Their Spit Blood ability gains an additional right-click function to spit corrosive blood in a devastating shotgun-like spray. As a result of their new size, they can no longer squeeze under airlocks, but they can do enough damage to smash down airlocks.
After a short cooldown, adults have the option to use their Reproduce ability to cocoon for a final time, hatching into four new hatchlings (one of them including the former adult)!
- Worm Abilities: Spit Blood, Leech Blood, Invade Corpse, Reproduce
- Host Abilities: Spit Blood, Inject Blood, Leave Host, Revive Host
Файл:Brokenbottle.png Abilities[править]
Active Abilities[править]
- Leech Blood (No Host)
- Lets the blood worm drain blood from living targets and reagent containers. Uses an aggressive grab to restrain living targets until leeching is over, which takes around a second to initiate. Causes oxyloss during the leeching. NPC monkeys can't escape from this and it floors targets as well.
- Spit Blood (Both)
- Multi-function ability, lets the blood worm fire ranged corrosive blood spit at targets, melt restraints on their hosts by right-clicking, and as an adult, shoot a burst of blood spit at a target by right-clicking. Note of the right-click abilities, shooting bursts can't be done while in a host. (to avoid unfair stealth kills) Shooting a burst has a much longer cooldown than shooting normally. All spit types cost blood to use.
- Invade Corpse (No Host)
- Lets the blood worm take a host for themselves, consuming all of the host's blood and in essence, "becoming" the host. Any bloodloss inflicted on the host is taken as damage to the blood worm, and the blood worm retains its weakness to fire even in this state. Burn damage itself no longer has any extra damage, though.
- Leave Host (Host)
- Title, literally just leaves the host after a delay. Notably works even while the host is moving, dead, incapacitated or otherwise fucked up in any way, shape or form.
- Inject Blood (Host)
- Lets the blood worm heal its host. The potency of this increases as the worm grows up, but so does the cooldown and blood consumption. This works on organ damage, injuries, etc.
- Mature (No Host)
- Makes the blood worm enter a cocoon for 30 seconds, emerging as the next growth stage. Requires an increasing amount of consumed blood / growth as the blood worm uses it.
- Reproduce (No Host, Adult Only)
- Makes the blood worm enter a cocoon for 30 seconds, with 4 hatchlings emerging out of it, including the original blood worm, now reverted back into a hatchling as well.
- Revive Host (Host)
- If the host is in a viable state to be revived, revives them after an animation sequence plays out.
Passive Abilities[править]
- Space Immunity
- Blood worms are immune to the cold, low pressures and a lack of oxygen. Only the immunity to a lack of oxygen carries on to hosts from this.
- Organ Insertion
- Blood worms can insert organs into their hosts by right-clicking on them with the organ in-hand. This mainly exists to deal with hosts that lack organs, and avoids the gotcha where an adult blood worm ends up gutting their host by hitting them too hard, as they can simply fix it on the spot.
- Life Support
- Blood worm hosts don't need a heart, lungs or a liver to survive. Lungs are useful for speaking, and a liver is necessary to process reagents.
- Regeneration
- Blood worms slowly heal over time. This is nowhere near enough to overcome bleeding or heat damage, since it's 0.3 hp/s for a hatchling, 0.4 hp/s for a juvenile and 0.5 hp/s for an adult.
- Night Vision
- Blood worms can see in the dark. This doesn't extend to hosts.
- Ventcrawling
- Hatchling blood worms can ventcrawl.
- Doorcrawling
- Hatchling and juvenile blood worms can slide under doors. Doing so takes 3 seconds for a hatchling and 5 seconds for a juvenile.
- HUD
- Blood worms can tell how much blood targets have at a glance, via a blood HUD bar exclusive to them. They can also tell apart other blood worm hosts from normal people via an antag HUD. There's also an examine message they can use on living targets for even more info.
Файл:Brokenbottle.png Weaknesses[править]
While scary, blood worms do have a couple of notable weaknesses that the crew can exploit to their benefit!
- Heat and Fire
- Blood worms quickly die to heat, their bodies are flammable and their blood will burn up if their host's core temperature is too high. The main counter to this is getting a host with flame-resistant gear.
- Bleeding
- While in a host, bleeding wounds will directly damage the blood worm itself. How much a host needs to bleed before the worm dies depends on their growth stage. Blood worm hosts keep bleeding even while dead, so just keep hitting them and they'll die. Blood worms automatically leave their hosts when they hit 10% health or lower, and their hosts bleed 50% faster than normal people.
- Stuns
- Blood worms have no way of dealing with a stunned host other than getting out. They can deal with any restraints by melting them, though.
- Testing
- Security can order a blood worm testing crate from cargo, either for a 20 minute cooldown via the security cargo interface console, or for 10000 credits via the supply console. It contains 4 single-use testers that hurt a bit when applied, but are instant to use and 100% accurate. The stopgap is that they're really expensive and only work once per item.
Файл:Light Bulb.pngTips[править]
- Stealthy Healing: Using medbay to heal your host instead of spending blood will avoid leaving your host with deathly pale skin. As a bonus, you get to have more blood for spitting and healing later.
- Surprise Worms: You can leave your host to surprise attack people, which is especially effective as an adult. Be sure to block off any paths of escape first, as it takes 3 seconds to leave your host.
- Door Stalking: As a hatchling or a juvenile, you can slide under a door to stalk nearby victims. Be wary of anyone coming to open the door.
- Meatshields: Hosts are practically meatshields for you, just keep track of any fires, bleeding wounds, cremators or gibbing mechanisms. Remember to also heal your host periodically using Inject Blood whenever they get too low.
- Life Insurance: Because you can't control corpses while you have less than a tenth of your health in blood volume, you will be ejected from your host when you get really low. You can use this as insurance to get a last ditch escape attempt.
- Medbay Buffet: Medbay's blood freezers are all-you-can-eat buffets for you! They are only half synthetic and their high volumes grant you a lot of growth. Be careful of nearby crew, as the sounds of breaking freezers can travel through walls.
- Fast Food: You can enter corpses to consume all of their blood extremely quickly. Blood gained while already in a host doesn't affect your growth. Duplicated blood does, but it's synthetic, limiting its effectiveness.
- Nomadic: You have night vision and no territory, meaning you can thrive anywhere. Hatchlings can ventcrawl, while juveniles and adults can break doors and other obstacles with their bare teeth. Nowhere is safe from you!
- Team Up: Your kin often share your goals and are willing to work together. You have your own language, Wormspeak, which is only understandable to your kin. You can tell if someone is a blood worm host via a HUD icon.
- Jail Time: Sec got you? You can break any restraints on your host, including lockers and such, by right-clicking with Spit Blood active. You can also leave your host and ventcrawl out or break through the door.
- Jumpstart: As an adult, you can gather corpses for your offspring to use as hosts. Gathering blood can jumpstart the growth of your hatchlings to juveniles, or even send them all the way to adulthood.