Difference between revisions of "Bleeder"

From Hellmoo Wiki Archive
Jump to navigation Jump to search
imported>Toral Hagane
m (adding receiving message)
imported>Isadora
(Updated article's formatting to be consistent with other mutation pages, and also added a new active/passive distinction to the effects list. Expanded interactions with HF and info on cutting implements, trimmed phrasing across the board.)
 
(6 intermediate revisions by 4 users not shown)
Line 1: Line 1:
The Bleeder [[mutations|mutation]] allows a player to injure themselves for combat bonuses. It is mutually exclusive with [[Zombie (mutation)|Zombie]] and [[Superclot]].
The Bleeder [[mutations|mutation]] gives the ability to trade health for combat buffs. It is mutually exclusive with [[Zombie (mutation)|Zombie]] and [[Superclot]].


== Location ==
== Location ==
The Bleeder mutation is hidden somewhere within [[St. God's Memorial Hospital]] in [[Slagtown]]. It is easy to acquire as it is unguarded, just be careful where you go once you find it...
The Bleeder mutation is hidden somewhere within [[St. God's Memorial Hospital]] in [[Slagtown]]. It's unguarded, but danger may lurk beyond it...


== Effects ==
== Effects ==


This mutation grants:
This mutation grants:
     The ability {{cmd|Rend}}
     {{cmd|rend}} command: inflicts bleeding wounds to self.
     The Frenzy buff when bleeding
     Passive: Receive [[Drugs|Frenzy]] buff when bleeding
     Stress loss/gain depending on whether you are covered in blood or not
     Passive: Periodic stress gain/loss, depending on whether character is bloodied
     Immunity to passing out from blood loss
     Passive: 100% Immunity to blood loss KOs
   
== Message upon receiving ==
<blockquote>[ You've just received some new commands. ]<br>[ rend : Tear bloody gashes all over your body. ]<br>Player's body twists and shudders, and something writhes under their skin, crawling through the tissues and subtly altering them.<br>[ You've developed the 'bleeder' mutation! ]<br>[ Your clone has been updated! All skills and experience saved. ]</blockquote>
 


== Advantages ==
== Advantages ==
Entering a frenzy will grant you up to +4 Brawn and +4 Senses raising your combat abilities greatly and on command. Frenzy effects reduce your chance of being feinted. You will also lose stress at a slow rate when covered in blood, and will not pass out from blood loss.
* '''Buffs when bleeding:''' up to +4 [[Brawn]] and [[Senses]] as well as high resistance to feints.
* '''Can {{cmd|rend}} on demand,''' which self-inflicts a bleeding wound.
* '''-10 stress per heartbeat''' when covered in blood.
* '''100% resistance to KO from blood loss.''' KOs are a common cause of death, and Bleeder totally rules out one source of them.
* '''Counters {{cmd|feint}}.''' This makes bleeder an essential tool for any build that has no other counter to high-[[Brains]] builds.


== Disadvantages ==
== Disadvantages ==
You may receive or inflict upon yourself (confirmed) bleeding wounds that deal bleeding ticks, meaning you can still bleed to death. Also, you will gain stress when you aren't covered in blood. Having blood on you reduces your climb skill, so you'll need to either increase your climb skill or carry around water and destressing materials. You also cannot take [[Zombie (mutation)|zombie]] or [[Superclot]] as the bleeding wound resistance and bleeding wound immunity are paradoxical.
* '''[[Death]]?''' Trading health for buffs is a serious trade-off that may occasionally get mutants killed.
* Apparently the [[Frenzy]] effect does not stack with the frenzy gained from {{cmd|scare}} as a [[Hideous Freak]].
* '''Passive stress gain''' whenever not covered in blood.
* '''Cannot take [[Zombie_(mutation)|Zombie]] or [[Superclot]].''' Superclot is a particular loss for builds that wish to [[Endurance]]-tank mobs that inflict bleed.
* '''Frenzy nukes [[medic]],''' making it more difficult to patch up bleeding wounds and heal. This can be countered with makeshift bandages, which cleanse bleeding and require no medic skill.
* '''Inconvenient debuffs.''' Bleeding wounds may hamstring a mutant's [[focus]] and other skills at awkward times.


== Rend ==
== Mechanics ==
Using {{cmd|Rend}} will make your character attempt to deal a bleeding wound on him/herself.
Bleeder's workings are not immediately obvious. Here are some explanations.
Using a cutting implement (swords, knives, claws, etc) raises your chance of a successful rend-frenzy.  


Message Upon Use:
=== Frenzy from Bleeding ===
All bleeding wounds will cause frenzy with Bleeder. This mechanic works as follows:
* The strength of the frenzy scales with the bleed's magnitude. A -1 health bleed will give +1 frenzy every heartbeat, and thus +1/+1 Brawn/Senses. A -4 bleed will jump straight to +4/+4, which is the cap. Each dose also comes with increased resistance to {{cmd|feint}}.
** Checking {{cmd|@buffs}} can help to inform mutants which level they are on.
* Frenzy is added using the above scaling every [[heartbeat]]. Frenzy also has a good chance to reduce by -1 every heartbeat as it wears off naturally.
** The frenzy's reduction is processed before the renewal, so if a mutant is at +4 frenzy, loses a dose to RNG, and gains a dose from a -1 bleed, the mutant will stay at +4 frenzy.
* No more than four doses of Frenzy can be sustained at once. Using Bleeder with [[Hideous Freak]]'s {{cmd|scare}}, berserker hypos or human hearts will not increase frenzy beyond this four-dose cap.
* Sustained bleeding wounds will dose with frenzy as soon as health is subtracted on the next heartbeat, not immediately after the bleeding wound is sustained. {{cmd|rend}} is the exception to this; rend applies the frenzy immediately after use.


(Without cutting implement)
=== Rend ===
<name> starts tearing wildly at his/her body, the skin giving way to bloody gashes with surprising ease.  
Using {{cmd|rend}} will make mutants attempt to deal a bleeding wound on themselves and apply immediate frenzy doses. Rend's mechanics are as follows:
<name> roars in a mad frenzy, his/her fingers utterly bathed in blood.  
* Rend costs [[stress]] and a small amount of health to use.
YEAH. You start to go berserk!"
* Completing a rend applies frenzy doses immediately, combined with the bleeding wound which sustains and adds doses in future heartbeats, until the wound is patched or clots naturally.
* Bleeding wounds from rend can be inconsistent; sometimes the bleed will be -4, sometimes just -1.
* Using a cutting implement (swords, knives, claws, etc) is more consistent than rending with bare hands, but less powerful. Rending with bare hands relies on [[Endurance]] and has a higher chance to fail, but if the [[Endurance]] check is passed, is more likely to give the max dose of frenzy.


(With cutting implement - This is an example, it varies!)
=== Interactions with Other Mutations ===
"<name> draws his/her long masamune from his/her back scabbard.  
* [[Vampire]]s will additionally suffer -10 hunger for every heartbeat that their bleed ticks (regardless of the bleed's magnitude). This still applies to bleeds inflicted with {{cmd|rend}}.
<name> takes the tip of his/her masamune and slides it across his/her flesh frantically.  
* [[Hideous Freak]]s will suffer acid damage from their acidic blood covering their own skin (unless the damage is soaked) in addition to the bleeding damage from the blood actually leaving their body. There is no additional benefit to this damage, and it does not contribute to frenzy. It also has a small chance to crit, meaning that freaks with low [[Endurance]], [[Cool]] and resistances may suffer a stun or even a KO if their own blood burns their head, face or groin. Freak stress reversal also applies; freaks with bleeder will stress out when covered with blood, but destress every heartbeat when they are not.
<name> screams with anguished pleasure as his/her blood drips down the edge of his masamune.  
YEAH. You start to go berserk!"


== Appearance ==
== Appearance ==
Bleeder doesn't change bodily appearance automatically, though you'll be spending a lot of time sliced up and covered in blood if you're even somewhat sane - so in that sense, it does.
Bleeder does not change a character's bodily appearance.
 
{{MutationsListbox}}


[[Category:Mutation]]
[[Category:Mutation]]

Latest revision as of 11:39, 9 June 2019

The Bleeder mutation gives the ability to trade health for combat buffs. It is mutually exclusive with Zombie and Superclot.

Location

The Bleeder mutation is hidden somewhere within St. God's Memorial Hospital in Slagtown. It's unguarded, but danger may lurk beyond it...

Effects

This mutation grants:

    rend command: inflicts bleeding wounds to self.
    Passive: Receive Frenzy buff when bleeding
    Passive: Periodic stress gain/loss, depending on whether character is bloodied
    Passive: 100% Immunity to blood loss KOs

Advantages

  • Buffs when bleeding: up to +4 Brawn and Senses as well as high resistance to feints.
  • Can rend on demand, which self-inflicts a bleeding wound.
  • -10 stress per heartbeat when covered in blood.
  • 100% resistance to KO from blood loss. KOs are a common cause of death, and Bleeder totally rules out one source of them.
  • Counters feint. This makes bleeder an essential tool for any build that has no other counter to high-Brains builds.

Disadvantages

  • Death? Trading health for buffs is a serious trade-off that may occasionally get mutants killed.
  • Passive stress gain whenever not covered in blood.
  • Cannot take Zombie or Superclot. Superclot is a particular loss for builds that wish to Endurance-tank mobs that inflict bleed.
  • Frenzy nukes medic, making it more difficult to patch up bleeding wounds and heal. This can be countered with makeshift bandages, which cleanse bleeding and require no medic skill.
  • Inconvenient debuffs. Bleeding wounds may hamstring a mutant's focus and other skills at awkward times.

Mechanics

Bleeder's workings are not immediately obvious. Here are some explanations.

Frenzy from Bleeding

All bleeding wounds will cause frenzy with Bleeder. This mechanic works as follows:

  • The strength of the frenzy scales with the bleed's magnitude. A -1 health bleed will give +1 frenzy every heartbeat, and thus +1/+1 Brawn/Senses. A -4 bleed will jump straight to +4/+4, which is the cap. Each dose also comes with increased resistance to feint.
    • Checking @buffs can help to inform mutants which level they are on.
  • Frenzy is added using the above scaling every heartbeat. Frenzy also has a good chance to reduce by -1 every heartbeat as it wears off naturally.
    • The frenzy's reduction is processed before the renewal, so if a mutant is at +4 frenzy, loses a dose to RNG, and gains a dose from a -1 bleed, the mutant will stay at +4 frenzy.
  • No more than four doses of Frenzy can be sustained at once. Using Bleeder with Hideous Freak's scare, berserker hypos or human hearts will not increase frenzy beyond this four-dose cap.
  • Sustained bleeding wounds will dose with frenzy as soon as health is subtracted on the next heartbeat, not immediately after the bleeding wound is sustained. rend is the exception to this; rend applies the frenzy immediately after use.

Rend

Using rend will make mutants attempt to deal a bleeding wound on themselves and apply immediate frenzy doses. Rend's mechanics are as follows:

  • Rend costs stress and a small amount of health to use.
  • Completing a rend applies frenzy doses immediately, combined with the bleeding wound which sustains and adds doses in future heartbeats, until the wound is patched or clots naturally.
  • Bleeding wounds from rend can be inconsistent; sometimes the bleed will be -4, sometimes just -1.
  • Using a cutting implement (swords, knives, claws, etc) is more consistent than rending with bare hands, but less powerful. Rending with bare hands relies on Endurance and has a higher chance to fail, but if the Endurance check is passed, is more likely to give the max dose of frenzy.

Interactions with Other Mutations

  • Vampires will additionally suffer -10 hunger for every heartbeat that their bleed ticks (regardless of the bleed's magnitude). This still applies to bleeds inflicted with rend.
  • Hideous Freaks will suffer acid damage from their acidic blood covering their own skin (unless the damage is soaked) in addition to the bleeding damage from the blood actually leaving their body. There is no additional benefit to this damage, and it does not contribute to frenzy. It also has a small chance to crit, meaning that freaks with low Endurance, Cool and resistances may suffer a stun or even a KO if their own blood burns their head, face or groin. Freak stress reversal also applies; freaks with bleeder will stress out when covered with blood, but destress every heartbeat when they are not.

Appearance

Bleeder does not change a character's bodily appearance.


Mutations
Racial Mutations AbominationChromemouthChudEmpathGenetic PurityHideous FreakVampireZombie
Focus Mutations CarrieChillerFuck MachineSalamanderScreechWrithing Smoke
Movement Mutations LeapfrogPhaserClairvoyance
FlightBlinkMedium
Soak Mutations High DensityFirewalkerRubberskinSnakeskinYeti Skin
LithodermisSolar SpongeSilicone SkinEelskinYeti Fur
Miscellaneous Mutations BillygoatBleederBloodhoundBrainslugBrute StrengthCamelfatEnigmaFibrocartilageHooliganHyperimmuneIron LiverJunkratMuleNimble FingersPlant WhispererRipperStenchTwitchy NervesSuperclotXray Vision
Joke Mutations Cat Ears • Caucasian • Third Nipple
Defunct Mutations Jammer