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imported>Timonk (makes the page more consistent and merges the duplicate Ranged's) |
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=== Protector === | ===Protector=== | ||
Has two modes, and causes you to teleport to it when out of range. | Has two modes, and causes you to teleport to it when out of range. | ||
===Combat=== | |||
It does and takes medium damage. | It does and takes medium damage. | ||
===Protection=== | |||
It does and takes almost no damage but moves slightly slower. | It does and takes almost no damage but moves slightly slower. | ||
===Ranged=== | ===Ranged=== | ||
Has two modes, and can lay surveillance snares, which alert it when crossed. | Has two modes, and can lay surveillance snares, which alert it when crossed. The second one fires a constant stream of weak, armor-ignoring projectiles. | ||
===Scout=== | |||
Cannot attack, but has unlimited range, can move through walls and is quite hard to see. | Cannot attack, but has unlimited range, can move through walls and is quite hard to see. | ||
Версия от 15:57, 26 мая 2020
A holoparasite, also known by its magic variant as a guardian spirit, is a special being that is bound to the single person that summoned it. It is summoned through either a deck of tarot cards for the magic version or a parasitic nanomachine injector for the machine version. The nanomachine injector can be purchased by traitors.
The only difference between the magic and tech versions are their summon methods and appearance. They both have access to the same abilities. This means that traitors can get an ally that Wizards are also able to get!
Overview
A holoparasite is a special ghost-like being that lives inside of its master. It can communicate with its master telepathically with a hud icon (and the master can communicate back with a button under the new guardian tab), as well as emerge from and retreat back into its master at will. If the Holoparasite tries to escape its master and moves too far away, it will automatically be moved back to them. The Holoparasite itself is technically invincible on its own, but upon taking damage, the damage is transferred to its master, albeit at a lower amount. If the master dies, the spirit dies, as well. When the user dies, their body is instantly consumed and dusted by the Holoparasite's need for their life energy. This means that the master and the spirit will have to watch out for each other to ensure the survival of both.
Types of Holoparasites
When summoned, depending on which item was used the summoner can choose between several different types of spirits/holoparasites/power miners. Each have their own abilities, advantages, and drawbacks. The summoned spirit/holopara will then be able to customize their name and color.
- Traitor's holoparasite injector creates a holoparasite. User gets to choose type.
- Wizard's guardian deck creates a guardian. User gets to choose type.
- Miner's dusty shard creates a power miner. Type is random.
Standard
The classic JoJoke combat powerhouse. Deals devastating close combat attacks by rapidly hitting the target, and has high damage resist. Can smash through weak walls.
The Standard Holoparasite also has access to some minor customization: The Holoparasite can select a Battle Cry that they will automatically shout over and over upon attacking. This is limited to six letters. For instance, putting in "ORA" for the battle cry will make you shout
"ORAORAORAORAORAORAORAORAORA!!"
Assassin
Does medium damage and takes full damage, but can enter stealth, causing its next attack to do massive damage and ignore armor. However, it becomes briefly unable to recall after attacking from stealth.
Chaos
Ignites enemies on touch and causes them to hallucinate all nearby people as the parasite. Automatically extinguishes the user if they catch on fire.
Charger
Moves extremely fast, does medium damage on attack, and can charge at targets, damaging the first target hit and forcing them to drop any items they are holding.
Explosive
High damage resist and medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb by alt-clicking them, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay. Examining a trapped item will say "It glows with a strange light ! ". May teleport enemies away by punching them.
Gravitokinetic
Normal speed, attack damage and damage resistances. Attacks will apply a field of heavy gravity on the target, slowing them and making them drop held items. Can alt-click ground to manually place heavy gravity fields. Recalling or moving over 10 tiles away from the fields will remove them.
Lightning
Attacks apply lightning chains to targets. Has a lightning chain to the user. Lightning chains shock everything near them, doing constant damage.
Protector
Has two modes, and causes you to teleport to it when out of range.
Combat
It does and takes medium damage.
Protection
It does and takes almost no damage but moves slightly slower.
Ranged
Has two modes, and can lay surveillance snares, which alert it when crossed. The second one fires a constant stream of weak, armor-ignoring projectiles.
Scout
Cannot attack, but has unlimited range, can move through walls and is quite hard to see.
Support
Has two modes, and can deploy a bluespace beacon and warp targets to it (including your host). Deploy a beacon by clicking its verb in your guardian tab. Then teleport people by alt-clicking them. Teleporting is not instant.
Healer
Heals instead of damages, but has low damage resist and slow movement.