Holoparasite: Difference between revisions
Cloudyskies (talk | contribs) added paragraph regarding typical usage |
Cloudyskies (talk | contribs) No edit summary |
||
Line 29: | Line 29: | ||
Your summoner can choose when to summon and un-summon you with an action. Don't move too far away! You're a tool for close quarters combat. If you or your summoner move too far away from each other, you will instantly be un-summoned and put back inside them. | Your summoner can choose when to summon and un-summon you with an action. Don't move too far away! You're a tool for close quarters combat. If you or your summoner move too far away from each other, you will instantly be un-summoned and put back inside them. | ||
Don't expect to survive for long once your summoner has gone loud, even with innate armor you should remember that you're likely to be attacked by several people at once if seen or heard. Due to high blunt damage and fast attack speed, you're likely to be expected to gib someone, be it for a kill objective or just general chaos, so make sure you have a clear way to do that before you're likely killed soon after. | Don't expect to survive for long once your summoner has gone loud, even with innate armor you should remember that you're likely to be attacked by several people at once, some more than likely armed (even if with only something like a crowbar or scalpel) if seen or heard. Due to high blunt damage and fast attack speed, you're likely to be expected to gib someone, be it for a kill objective or just general chaos, so make sure you have a clear way to do that before you're likely killed soon after. | ||
Revision as of 16:30, 14 May 2025
Holoparasite is a ghostrole, and a beast of a familiar, at the service of any Traitor at the cost of 14 TC from their uplink. They are incorporeal, unable to be hit by projectiles, and move at a much faster speed and do heavy amounts of brute damage, and are able to move even when their summoner is stunned, restrained, or crit.
However, they share damage with their summoner, and will disappear permanently upon death.
Holoparasites come in all sorts of shapes and colours, but will always be instantly recognizable.
Fundamentals
When a holoparasite injector is used, a ghost role will open. Once you spawn as a holoparasite, your summoner will be notified with a silent message only visible to them, "Your guardian now has a soul."
From here, make sure to stay quiet! Only talk in a whisper, and only if you are 100% certain you are alone. Being heard or seen is a surefire way to get a KoS(kill-on-sight) order on your summoner.
Make sure to encourage or remind your summoner to clean and dispose of their holoparasite injector as well as the box it came in.
You may receive some retaliation when mowing down your victims. Make sure to keep in mind that any melee damage can affect you, and your summoner as well.
Your summoner can choose when to summon and un-summon you with an action. Don't move too far away! You're a tool for close quarters combat. If you or your summoner move too far away from each other, you will instantly be un-summoned and put back inside them.
Don't expect to survive for long once your summoner has gone loud, even with innate armor you should remember that you're likely to be attacked by several people at once, some more than likely armed (even if with only something like a crowbar or scalpel) if seen or heard. Due to high blunt damage and fast attack speed, you're likely to be expected to gib someone, be it for a kill objective or just general chaos, so make sure you have a clear way to do that before you're likely killed soon after.