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[[Image:Arcfiend64x64.PNG|128px]]
[[Image:Arcfiend64x64.PNG|128px]]


One day, you wake up in your crew quarters after having a dream about some [[Captain|power-crazed psycho]]. Your hands glow and static electricity sparks out from them. You realize you're an '''Arcfiend''', a being able to harness the station's electrical power to use for their own nefarious purposes.
You're an '''Arcfiend''', a being able to harness the station's electrical power for your own ends! Disguised as an ordinary crewmember, the arcfiend feeds on energy, using it as fuel for their suitably lightning-based abilities. You can be thought of as an electricity [[Vampire]], gorging yourself on the power grid instead of the blood of the living.


Disguised as an ordinary crewmember, the '''Arcfiend''' uses the station's power supply, draining it from objects that use power and using it for powers such as discharging it at people, using it as a mode of transportation, and even stopping someone's heart. However, without power you are like any ordinary being, disguised amongst the crew as but yet an ordinary person. Think of yourself as similar to the [[Vampire]], but instead of blood you gorge on the station's power supply.  
Arcfiends are a straightforward role; they start with all their abilities unlocked by default, and gathering power to use them is an uncomplicated process that can be done in a variety of ways depending on how you want to angle your approach. Coupled with their highly versatile toolkit and unmatched mobility, this makes them an excellent starting point for learning ability-based antagonists.


==Feeling Some Spark: Obtaining Your Powers==
==Feeling Some Spark: Power and Abilities==
===Power Accumulation===
===Power===
Of course, to use your abilities you're gonna need power and lots of it. You gain this mainly through your '''Sap Power''' ability [[Image:arcfiend_SapPower.png|20px]] which allows you to take power out of a machine and add it to your own energy supply, which is the top left number at the top. The speed of the sap is determined by the type of machine and its draw. APC's are the fastest, followed by high power machines such as SMES Units. Some machines use so little power that you can't drain from them at all such as chem dispensers, sleepers and the like. When activated and clicked on a machine of your choosing, a battery icon will appear over your head and many sparks will fly out of the machine that will make it obvious to others that you're draining the machine of its precious power supply. Draining from APC's is even more obvious, as the APC has a chance to break and turn off all electronics in an area. This APC will need to be repaired and will likely alert people there's an Arcfiend about if seen.
To use your abilities, you're gonna need power, and lots of it. You get this through your ''Sap Power'' ability, explained further below.


You also have the option to drain power from entities. NPC monkeys don't give any power, but player controlled monkeys, cyborgs and any human race (NPC or not) have a big ol' battery right inside their chest. When '''Sap Power''' is used on an entity next to you, you will preform the same actions as you would normally with a powered object, only this time you will proceed to do 5 {{BURN}} to the entity and gain 40 energy every few seconds or so as well as draining their stamina generously. This is best used when the target is already incapacitated by something else however, as your victim will still be able to run away if given a moment to do so.
The HUD in the top left of your screen will show you how much power you've got in reserve (labeled ''Energy''), as well as a tracker of how much you've drained throughout the round (labeled ''Total''). You have a maximum of 2500 units of power at once, which is more than enough to use your abilities as much as you want. The only way to lose energy is to use your abilities; you can't, say, be wired to the station's power grid and used as a generator.


You'll also sometimes receive a [[Traitor Objectives|Traitor Objective]] that gives you the goal of obtaining a total of [number] power. Like all objectives, you can choose to simply not follow them.
===Abilities===
Arcfiend abilities are all about flexibility. While you have far fewer buttons to press than something like a [[Changeling]], the abilities you do have are often capable of doing multiple different things depending on context, instead of being tailored for a single specific purpose. Learning the subtleties of your tools will make you a stronger arcfiend!


===Powers===
With ''Jolt'' as a notable exception, all of your offensive powers are based around crowd control, focusing on disorientation and knockbacks rather than direct damage. Take note of vending machines, glass tables, and other opportunistic hazards; these can be a great and deadly asset when you're flinging people around.
You have a maximum of 2500 watts of power, enough to use your abilities as much as you want. When you try to cast '''Sap Power''' again on a machine, the battery animation and the sparks will still fly out but the machine in question won't lose any power and your power at the top won't go up. As for entities, your power still won't go over 2500 but you will still continue to deal damage to the entity in question.
 
The only way to lose power is to use your abilities. You can't, say, be wired to the station's power and used as a generator.


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|- id="Sap Power"
|- id="Sap Power"
|[[Image:arcfiend_SapPower.png|64px]]||Sap Power||{{n/a}}||{{n/a}}||Sap an entity's or object's power to gain it for your own personal usage. Both you and the entity or object in question must stand still and not be interrupted in order for this to work. More power is obtained through using this on objects that use more power (i.e [[Engineering Objects#SMES|SMES Units]], [[Engineering Objects#APC|APC Units]]).  
|[[Image:arcfiend_SapPower.png|64px]]||Sap Power||{{n/a}}||{{n/a}}||Sap something's power to gain it for your own personal usage. Both you and the target must stay in place and not be interrupted in order for this to work. While you're draining from something, sparks will continually fly everywhere with a distinctive zapping sound, so it'll be very obvious to anyone nearby that you're snacking on their precious power supply. A battery icon and a looping progress bar will also appear above your head, but only you can see these.


For objects, you will proceed to drain the object until no power is left or if you reach your maximum power level.  
This ability has a few different interactions, depending on what you use it on:
* Sapping from machines will slowly drain from the area's APC, proportional to how much energy the machine uses while idle. Machines that don't use any power on their own, like sleepers, won't yield power at all -- even if the action bar might make it seem that way!
* Sapping from [[Engineering_Objects#APC|APCs]] will drain from the APC's cell directly, charging your power at a rate of 30 units per second. This is fast, but can often cause the APC to break, which will depower the whole area until it's repaired (which often indicates to the crew that an arcfiend is about!)
* Sapping from [[Engineering_Objects#SMES|SMES units]] will drain from its power reserves. This recharges you at the same rate as draining an APC, but it's very inefficient; 100 KJ of SMES charge translates to only about 30 units of energy for your good self. A full SMES can hold 100 MJ, so with a functioning engine setup this is peanuts in the grand scheme of things, but be judicious!
* Sapping from a [[Cyborg]] will drain from their power cell (as long as they have some left), in addition to dealing 3 {{BURN}} per second and disorienting them. They probably won't like if you do this unless their [[AI_Laws|laws]] have been changed, and since you're not considered human under the standard lawset, you may very rapidly find yourself on the bad side of an angry AI. On the plus side, this is tied with draining humans (see below) for the fastest sapping method, granting an impressive 40 units per second.
* Humans and monkeys might not look like machines, but they've all got a big ol' battery inside of their chest. Just like cyborgs, sapping from them will provide power faster than any other method, inflicting 5 {{BURN}} per second in the process in addition to massively draining their stamina. People tend to not like being used as a power source, though, and might [[General_Objects#Fire_Extinguisher|defend themselves]] unless you incapacitate them first. You can't drain from NPC-controlled mobs, only players (and only living ones, naturally; corpses provide no energy.)


For entities, you will deal 5 {{BURN}} for every power drainage cycle (around 2 seconds) and gain their power until the entity in question dies.
Attempting to drain from a machine while your power is at maximum will still cause sparks and noise, but you won't gain any extra power yourself. Draining from a mob operates the same way, with damage and stamina loss still being inflicted even if you aren't gaining any more energy.


|- id="Discharge"
|- id="Discharge"
|[[Image:arcfiend_Discharge.png|64px]]||Discharge||15 seconds||25||You extend your hand out to an airlock and instantly depower it, or extend your hand out to a mob, disorienting them slightly for a few seconds, throwing them back 4 tiles, and dealing around 30 {{BURN}}. The {{BURN}} is reduced if they have gear that protects them from electricity (excluding gloves), but even those who are immune still take at least 15 {{BURN}}. [[Cyborgs]] take 30 damage, either to a single limb or spread out randomly among its parts. Both powers can only be done within melee range.
|[[Image:arcfiend_Discharge.png|64px]]||Discharge||15 seconds||25||This ability can be used in one of two ways: you can target an airlock to cut its power for a short time, or you can target a mob to discharge some electricity into them. For humans, this always deals at least 15 {{BURN}}, but typically deals a bit more due to the target being subjected to a hefty shock (which also drains stamina and disorients) alongside the guaranteed damage. Cyborgs take a flat 30 {{BURN}}, randomly either dealt to one part or distributed evenly. Both humans and cyborgs will also be flung up to 4 tiles directly away from you.
 
Both applications of this ability can only affect targets in melee range.


|- id="Flash"
|- id="Flash"
|[[Image:arcfiend_Flash.png|64px]]||Flash||10 seconds||25||After a brief 0.75 second charge-up, releases a burst of energy around you in a 5x5 radius, disorienting anyone caught in this area for a few seconds when activated. Anyone within 3 tiles of you is also thrown back 7 tiles. Similar to the [[Engineering Objects#Multitool|multitool]]'s spark ability except on a much greater scale and with knockback.
|[[Image:arcfiend_Flash.png|64px]]||Flash||10 seconds||25||After a brief 0.75 second charge-up, releases a burst of energy around you. Anyone within 2 tiles will be thrown away from you with significant force, taking a modest chunk of stamina damage and becoming disoriented in the process.


|- id="Arc Flash"
|- id="Arc Flash"
|[[Image:arcfiend_ArcFlash.png|64px]]||Arc Flash||12 seconds||50||Unleash a ranged bolt of electricity that does 24 {{BURN}} and has the ability to chain to other targets in a short area for a little bit more then half of the damage, along with disorienting the targets draining a bit of stamina.
|[[Image:arcfiend_ArcFlash.png|64px]]||Arc Flash||12 seconds||50||Unleash a ranged bolt of electricity that does 24 {{BURN}} and inflicts hefty stamina loss. The arc can chain to up to two targets within 3 tiles of the original victim, each of whom take about half damage.


|- id="Polarize"
|- id="Polarize"
|[[Image:arcfiend_Polarize.png|64px]]||Polarize||12 seconds||50||Unleash a wave of charged particles polarizing nearby mobs giving them magnetic auras similar to the [[Random Events#Bio-Magnetic Field|Bio-Magnetic field random event]]. Either a Positive or Negative aura is chosen and then applied to all mobs in range unless if they have [[Guide to Genetics#SMES Human|SMES Human]] or are [[Traits#Unionized|Unionized]]. Casting this again before an aura ends will extend an auras duration but can not change its polarity, even if the polarity being applied to aura-less mobs was of the opposite polarity.
|[[Image:arcfiend_Polarize.png|64px]]||Polarize||12 seconds||50||Unleash a wave of charged particles, polarizing humans within a 4-tile range and giving them magnetic auras identical to the [[Random Events#Bio-Magnetic Field|Bio-Magnetic Field random event]] for 20 seconds. All victims will have the same polarity, which is chosen randomly each time the ability is used. Like the random event, the [[Guide to Genetics#SMES Human|SMES Human]] mutation will prevent victims from becoming polarized; however, unlike the random event, the [[Traits#Unionized|Unionized]] trait '''does not provide protection''' from this ability!
 
Mobs affected by this ability multiple times will have their aura's duration extended, but their polarity will not change.
 
|- id="Ride the Lightning"
|[[Image:arcfiend_Ride The Lightning.png|64px]]||Ride The Lightning||{{n/a}}||75||Expend energy to travel through electrical cables! It takes a second to enter, but once you're in you can travel through any cable as long as it's connected to the one you're in, and you'll see an overlay of all the cables near you so that you can navigate in the dark. Cables don't need to be powered (or even connected to anything) in order to be used. Energy is slowly expended when residing within a cable and is quickly consumed when moving, at a rate of 2 units per tile moved.


|- id="Ride The Lightning"
Naturally, the station is chock full of power cables, meaning that this ability's potential applications are limited only to how you can think of using it. Use it to scout, escape, get from place to place, infiltrate secure areas -- whatever you can think of. The only limit is your imagination and the station layout... and, of course, your power reserves.
|[[Image:arcfiend_Ride The Lightning.png|64px]]||Ride The Lightning||{{n/a}}||75||Expend energy to travel through electrical cables. It takes a few seconds to enter the cable but once you're in you can travel through any cable as long as it's connected to the one you're in. Cables as well do not need to be connected to a power source or be powered in order to be used. Energy is slowly expended when residing within a cable and is quickly consumed when moving. It is advised not to spam the button as doing so can result in a huge loss of power when over a line due to no cooldown.


|- id="Jamming Field"
|- id="Jamming Field"
|[[Image:arcfiend_JammingField.png|64px]]||Jamming Field||2 minutes||150||You're radiating out electromagnetic waves and jamming nearby broadcasts for 30 seconds, meaning that no radio signals can come in or out to nearby headsets. Excellent for stealth takedowns of one target, as using this will render them unable to call for help. Note that you will emit a yellow-like aura when casting this ability meaning that someone might catch onto you emitting the signal.
|[[Image:arcfiend_JammingField.png|64px]]||Jamming Field||2 minutes||150||You radiate out electromagnetic waves and jam broadcasts for 30 seconds, completely blocking radio signals within 6 tiles -- most notably headsets. Anything that can send or receive [[Packets|packets]] is also affected, like PDAs and their pesky crisis alerts (which won't be received by anyone, even if the PDA's owner hits the button.) Excellent for stealth takedowns, as using this will render victims unable to call for help. Note that you'll emit a pulsing yellow aura while this ability is active, meaning that anyone who sees you will immediately know what's up.
 
This functions identically to the traitor's [[Syndicate_Items#Signal_Jammer|signal jammer]]; the effect is just attached to you instead of an item.


|- id="Jolt"
|- id="Jolt"
|[[Image:arcfiend_Jolt.png|64px]]||Jolt||2 minutes||200||Charge up and release a series of powerful jolts into your target that will do 5 {{BURN}} like your '''Sap Power''' ability along with the addition of 60 {{BURN}} damage to their heart. If given enough time, your victim's heart will go into cardiac arrest leaving them good as dead. People with [[Guide to Genetics#SMES Human|SMES Human]] do not receive {{BURN}}, and this can actually send them out of [[Doctoring#Cardiac arrest|cardiac arrest]], doing the opposite of killing them. It takes 12 seconds to charge up, and any actions taken by or against you while charging up or releasing jolts will end the ability early. Can only be done within melee range. <br><br>You can also use Jolt on yourself to restart your heart if you manage to enter [[Doctoring#Cardiac arrest|cardiac arrest]]. This clears away your heart failure and heals a whopping 100 {{OXY}}, but it also causes 30 {{BURN}} and renders you unconscious for 5 seconds.
|[[Image:arcfiend_Jolt.png|64px]]||Jolt||2 minutes||200||Charge up and release a series of powerful jolts into a human in melee range. Each shock will do 5 {{BURN}} like your ''Sap Power'' ability, along with slowly stacking damage to their heart. If you manage to complete the activation, the target will instantly go into [[Doctoring#Cardiac_arrest|cardiac arrest]], leaving them as good as dead without help! People with [[Guide to Genetics#SMES Human|SMES Human]] do not receive any of these effects, and this can actually send them ''out'' of cardiac arrest, which does the opposite of killing them. It takes 12 seconds to charge up, and any actions taken by or against you while charging up or releasing jolts will end the ability early.
 
You can also use Jolt on yourself to restart your heart if it's stopped, which will cause the ability to cast instantaneously. This clears away your heart failure and heals a whopping 100 {{OXY}}, but it also causes 30 {{BURN}} and renders you unconscious for 5 seconds.


|- id="SMES Human Arcfiend"
|- id="SMES Human Arcfiend"
|{{n/a}}||SMES Human||Passive||{{n/a}}||Identical to the [[Guide to Genetics#SMES Human|genetics trait of the same name]]. Be 40% more immune to stuns as well as not taking damage from other electrical attacks, i.e an enemy Arcfiend or an engine hotwire. Additionally prevents you from getting a bio-magnetic field from either other arcfiends or the random Bio-Magnetic event. This appears hidden and doesn't have the electric field looking sprite around your character unlike the normal SMES.
|{{n/a}}||Empowered SMES Human||Passive||{{n/a}}||Identical to the [[Guide to Genetics#SMES Human|genetics trait of the same name]]. You're completely immune to shocks -- whether it be from a hacked airlock, an engine hotwire, or an enemy arcfiend -- and bio-magnetic fields can't affect you. Since this variant of the mutation is Empowered, you also gain a 40% resistance to disorientation.
 
Unlike the normal mutation, the arcfiend's passive version is completely invisible, and it's impossible to remove with [[Chemicals#Mutadone|mutadone]].
|}
|}


==Being Ir-resistor-ble: Strategies as an Arcfiend==
==Being Ir-resistor-ble: Strategies as an Arcfiend==
*Discharge is useful as an all-around tool, whether for one-on-one combat or making a quick escape and depowering a door to buy you a few precious seconds to run away. Mind you, activating this ability will activate a sound similar to a sound of high voltage shooting out as well as visual sparks when depowering a door, so this isn't recommended for a stealthy approach. Just remember that the attack only works within melee range, so you might need to get a bit cozy with someone you usually [[Security Officer|don't want to]].
*''Discharge'' is useful as an all-around tool, whether for one-on-one combat or making a quick escape and depowering a door to buy you a few precious seconds to run away. Activating it is loud and visually distinctive, so be cautious if you're trying a stealthy approach. Just remember that the attack only works within melee range, so you might need to get a bit cozy with someone you usually [[Security Officer|don't want to]].
*Flash is excellent for area denial when a large group is chasing you to buy you a few seconds. It doesn't do any damage in of itself so it is best paired with something else such as Arc Flash, which can hit multiple people at once and do a decent amount of damage.
*''Flash'' doesn't do any damage on its own, so it can pair well with abilities like ''Arc Flash''.
*Arc Flash can be used as long as you have eyes on your victim, meaning it usually can't go through doors and walls. Perhaps acquiring X-Ray from genetics might be of use to you.
*''Arc Flash'' can be used as long as you have eyes on your victim, meaning that windows will pose no obstacle. Walls and doors are a bit more of a barrier, but perhaps acquiring [[Guide_to_Genetics#X-Ray_Vision|X-Ray Vision]] from [[Genetics]] might be of use to you...?
*Polarize is an excellent crowd control option, sucking in people with an opposite charge and repelling those with the same charge. Consider using Polarize around vending machines and glass tables, as these can do massive damage if someone falls into either of them. Discharge and Flash can used for the same effect.
*While ''Ride the Lightning'' is an excellent maneuvering tool, it does come with its disadvantages, like running into a wire's dead end. Scouting out areas you plan on going into with a [[Engineering Objects#T-Ray Scanner|t-ray scanner]] can be helpful for planning ahead, as can making your own escape routes by laying out extra wires. Better yet, do both.
*Ride the Lightning is an excellent maneuvering tool but it does come with its disadvantages, such as running into a wire's dead end. Scout out areas you plan on going into with a [[Engineering Objects#T-Ray Scanner|T-Ray Scanner]] or better yet, make your own escape routes by laying out additional wires onto the floor.
*''Jolt'' is an extremely deadly finisher, but should only be used when your opponent is on the verge of being knocked out or has had significant stamina drain from your other powers. Consult [[Being A Better Traitor]] and maybe [[Chemicals]] for some help on how to incapacitate someone.
*Jamming Field can be an excellent tool for one-on-one takedowns. This works especially well with a cornered [[Security Officer]], as by doing this they'll be unable to call for help over radio and alert other officers of your presence.
*Bring tools, especially a welder, screwdriver, and wirecutters. If you weld and bolt the door behind you, you can use ''Ride the Lightning'' in order to make a speedy getaway.
*Jolt is a very powerful tool, but should only be used when your opponent is on the verge of being knocked out or has had significant stamina drain from your other powers. Consult [[Being A Better Traitor]] and maybe [[Chemicals]] on how to incapacitate someone.
*Unlike certain other ability-based antagonists, you have no innate healing powers or damage resistance, which makes you very fragile. Damage vulnerability is your core weakness as an arcfiend. Carrying a [[Medical_Objects#Medkit|first aid kit]] (or at least some tasty food) can go a long way towards keeping you from an early demise.
*Bring tools, especially a welder, screwdriver, and wirecutters. If you weld and bolt the door behind you, you can use Ride the Lightning in order to make a speedy getaway.
*Almost all of your offensive powers utilize electrocution in some way, meaning that the [[Guide_to_Genetics#SMES_Human|SMES Human]] mutation can '''ruin your day''' by rendering your victims resistant or even immune to many of your abilities! Making sure that [[Genetics]] can't distribute it en masse (either by taking out the gene booth or by packing some mutadone and a way to [[Medical_Objects#Hypospray|administer it quickly]], although this latter method won't help if it's been made Reinforced) might be in your best interest if things are looking bad.
 
===Sleep Mode: Going Pacifist===
Like the [[Vampire]], you are able to play passively if so desired. You can do this by draining APCs on-station, but if you wish to minimize as much impact to the station as possible, you might consider going to off-station areas that aren't used very often and have an ample supply of power such as the [[Space Diner]] or [[Mining Outpost]]. The Mining Outpost specifically has four dedicated SMES units which will provide you as much power as you need as long as you provide a way to get in.
 
Just remember that while you ''can'' go pacifist, it doesn't mean you ''should!'' It'll probably be more fun if you interact with the crew and cause some chaos; that's why antagonists exist, after all. You can still use these remote areas to prepare your reserves or to lay low and let the heat die down, but try not to stay there the whole round.
 
==Power Level: Arcfiend Objectives==
Arcfiends get two objectives: one is an antagonist-specific objective to gather a certain amount of power (detailed below) and one is the standard antagonist objective to escape on the shuttle alive. As with almost all objectives, they are purely optional and more suggestions on what to do, and nobody will even glance your way if you just ignore them completely and doing something you find interesting!


===Pacifism Mode===
'''Accumulate at least [powergoal] units of charge in total.'''
Like the vampire, you are able to play Arcfiend 100% passively if so desired. You can do this by draining APC's on-station but if you wish to minimize as much impact to the station as possible, consider going to off-station areas that aren't used very often and have an ample supply of power such as the Space Diner or Mining Outpost. The Mining Outpost specifically has 4 dedicated SMES units which will provide you as much power as you need as long as you provide a way to get in. Just remember that you won't unlock any new powers when you reach a certain power level unlike the vampire.
 
Straightforward enough; just do your thing for long enough and you're bound to hit this. The objective counts the total amount of power you've drained throughout the shift, not how much you have in your reserves for ability use. On the RP servers, the amount of power you need ranges from 3500 to 4000 units; on the Classic servers, it's 4500 to 5000 units.


==Power to the People: Hunting an Arcfiend==
==Power to the People: Hunting an Arcfiend==
Arcfiends are disguised as regular players and as such you might have a hard time finding out who's who much like vampires and changelings. While spotting one out in the open can be a bit difficult, there's some counters that can protect you from becoming toast. One of the strongest counters against Arcfiends is an ability that which they already have that all you have to do is call up your local geneticist. SMES Human counters all offensive powers used by the Arcfiend and deals no damage or disorientation if you possess said ability. This however may take some time to find and unlock completely, so if you confirm the presence of an Arcfiend and tell a geneticist about it, don't expect them to have the power up and ready to go in a few minutes.
Arcfiends are disguised as regular crew, and so you might have a hard time finding out who's who unless you can catch them in the act. Look for damaged APCs or areas which power is out, especially in isolated places such as in maintenance or off-station areas such as the Space Diner. Scan them for prints if you have access to a forensics device, as arcfiends have no choice but to touch the object they're sapping power from; even if they have the foresight to wear gloves, the fibers they leave behind might point you in the right direction.
 
There is however a small counter available to you on round-start. The [[Traits#Unionized|unionizing]] trait will not only increase your paycheck by 150%, but will also counter the effects of the bio-magnetic field that both the Arcfiend and the Random Event can do. Mind you, this will cost 1 trait point, so you may need to remove another trait or have a negative trait alongside it.


As for searching for an Arcfiend, look for damaged APC's or areas which power is out, especially in isolated places such as in maintenance or off-station areas such as the space diner. Scan them for prints if you have access to a forensics device, as Arcfiends have no choice but to touch the object to sap power from. Additionally, there are some small signs a person may be Arcfiend such as not having a bio-magnetic field during the random bio-magnetic field event or taking a slight bit longer to stun. These two are not to be taken for fact however as they can usually be clocked up to [[Chemicals#Drugs|drugs]] or whatnot.
One of the strongest ways to protect yourself from an arcfiend's shocks is the [[Guide_to_Genetics#SMES_Human|SMES Human]] mutation. It counters many of their offensive powers, making them weaker against you or even negating them entirely! This may take some time to find and unlock completely, though; even if you have a [[Geneticist]] on the case, don't expect them to have the power up and ready to go in just a few minutes' notice.


In conclusion, despite all these wacky and zany powers, Arcfiends are at the end of the day still very human and still have the same weaknesses to fire, space, explosives, oxygen, crushers, bullets and lasers that you do.
Despite all their wacky powers, arcfiends have the same weaknesses to fire, space, explosives, oxygen, crushers, bullets and lasers that you do. [[Changeling|Changelings]] can spacewalk freely and regenerate from death, and [[Vampire|Vampires]] can heal by taking a power nap in a coffin -- but the humble arcfiend has no such windfalls. Their body is in nearly all ways functionally identical to a regular human's. Damage is much more permanent, and must be healed through conventional methods. Sometimes the [[Murder#SlamGun|simplest methods]] are best!


==Supplementary Videos==
==Supplementary Videos==
<youtube>HSh73d3TZcA</youtube> <youtube>NQGA6eZmZyg</youtube> <youtube>NwWoR-bDfqE</youtube>
<youtube>HSh73d3TZcA</youtube> <youtube>NQGA6eZmZyg</youtube> <youtube>NwWoR-bDfqE</youtube> <youtube>LMvaaLYzvC8</youtube>


{{JobMenu}}
{{JobMenu}}

Latest revision as of 13:26, 28 May 2024

Arcfiend64x64.PNG

You're an Arcfiend, a being able to harness the station's electrical power for your own ends! Disguised as an ordinary crewmember, the arcfiend feeds on energy, using it as fuel for their suitably lightning-based abilities. You can be thought of as an electricity Vampire, gorging yourself on the power grid instead of the blood of the living.

Arcfiends are a straightforward role; they start with all their abilities unlocked by default, and gathering power to use them is an uncomplicated process that can be done in a variety of ways depending on how you want to angle your approach. Coupled with their highly versatile toolkit and unmatched mobility, this makes them an excellent starting point for learning ability-based antagonists.

Feeling Some Spark: Power and Abilities

Power

To use your abilities, you're gonna need power, and lots of it. You get this through your Sap Power ability, explained further below.

The HUD in the top left of your screen will show you how much power you've got in reserve (labeled Energy), as well as a tracker of how much you've drained throughout the round (labeled Total). You have a maximum of 2500 units of power at once, which is more than enough to use your abilities as much as you want. The only way to lose energy is to use your abilities; you can't, say, be wired to the station's power grid and used as a generator.

Abilities

Arcfiend abilities are all about flexibility. While you have far fewer buttons to press than something like a Changeling, the abilities you do have are often capable of doing multiple different things depending on context, instead of being tailored for a single specific purpose. Learning the subtleties of your tools will make you a stronger arcfiend!

With Jolt as a notable exception, all of your offensive powers are based around crowd control, focusing on disorientation and knockbacks rather than direct damage. Take note of vending machines, glass tables, and other opportunistic hazards; these can be a great and deadly asset when you're flinging people around.

Icon Name Cooldown Energy Cost Description
Arcfiend SapPower.png Sap Power N/A N/A Sap something's power to gain it for your own personal usage. Both you and the target must stay in place and not be interrupted in order for this to work. While you're draining from something, sparks will continually fly everywhere with a distinctive zapping sound, so it'll be very obvious to anyone nearby that you're snacking on their precious power supply. A battery icon and a looping progress bar will also appear above your head, but only you can see these.

This ability has a few different interactions, depending on what you use it on:

  • Sapping from machines will slowly drain from the area's APC, proportional to how much energy the machine uses while idle. Machines that don't use any power on their own, like sleepers, won't yield power at all -- even if the action bar might make it seem that way!
  • Sapping from APCs will drain from the APC's cell directly, charging your power at a rate of 30 units per second. This is fast, but can often cause the APC to break, which will depower the whole area until it's repaired (which often indicates to the crew that an arcfiend is about!)
  • Sapping from SMES units will drain from its power reserves. This recharges you at the same rate as draining an APC, but it's very inefficient; 100 KJ of SMES charge translates to only about 30 units of energy for your good self. A full SMES can hold 100 MJ, so with a functioning engine setup this is peanuts in the grand scheme of things, but be judicious!
  • Sapping from a Cyborg will drain from their power cell (as long as they have some left), in addition to dealing 3 BURN per second and disorienting them. They probably won't like if you do this unless their laws have been changed, and since you're not considered human under the standard lawset, you may very rapidly find yourself on the bad side of an angry AI. On the plus side, this is tied with draining humans (see below) for the fastest sapping method, granting an impressive 40 units per second.
  • Humans and monkeys might not look like machines, but they've all got a big ol' battery inside of their chest. Just like cyborgs, sapping from them will provide power faster than any other method, inflicting 5 BURN per second in the process in addition to massively draining their stamina. People tend to not like being used as a power source, though, and might defend themselves unless you incapacitate them first. You can't drain from NPC-controlled mobs, only players (and only living ones, naturally; corpses provide no energy.)

Attempting to drain from a machine while your power is at maximum will still cause sparks and noise, but you won't gain any extra power yourself. Draining from a mob operates the same way, with damage and stamina loss still being inflicted even if you aren't gaining any more energy.

Arcfiend Discharge.png Discharge 15 seconds 25 This ability can be used in one of two ways: you can target an airlock to cut its power for a short time, or you can target a mob to discharge some electricity into them. For humans, this always deals at least 15 BURN, but typically deals a bit more due to the target being subjected to a hefty shock (which also drains stamina and disorients) alongside the guaranteed damage. Cyborgs take a flat 30 BURN, randomly either dealt to one part or distributed evenly. Both humans and cyborgs will also be flung up to 4 tiles directly away from you.

Both applications of this ability can only affect targets in melee range.

Arcfiend Flash.png Flash 10 seconds 25 After a brief 0.75 second charge-up, releases a burst of energy around you. Anyone within 2 tiles will be thrown away from you with significant force, taking a modest chunk of stamina damage and becoming disoriented in the process.
Arcfiend ArcFlash.png Arc Flash 12 seconds 50 Unleash a ranged bolt of electricity that does 24 BURN and inflicts hefty stamina loss. The arc can chain to up to two targets within 3 tiles of the original victim, each of whom take about half damage.
Arcfiend Polarize.png Polarize 12 seconds 50 Unleash a wave of charged particles, polarizing humans within a 4-tile range and giving them magnetic auras identical to the Bio-Magnetic Field random event for 20 seconds. All victims will have the same polarity, which is chosen randomly each time the ability is used. Like the random event, the SMES Human mutation will prevent victims from becoming polarized; however, unlike the random event, the Unionized trait does not provide protection from this ability!

Mobs affected by this ability multiple times will have their aura's duration extended, but their polarity will not change.

Arcfiend Ride The Lightning.png Ride The Lightning N/A 75 Expend energy to travel through electrical cables! It takes a second to enter, but once you're in you can travel through any cable as long as it's connected to the one you're in, and you'll see an overlay of all the cables near you so that you can navigate in the dark. Cables don't need to be powered (or even connected to anything) in order to be used. Energy is slowly expended when residing within a cable and is quickly consumed when moving, at a rate of 2 units per tile moved.

Naturally, the station is chock full of power cables, meaning that this ability's potential applications are limited only to how you can think of using it. Use it to scout, escape, get from place to place, infiltrate secure areas -- whatever you can think of. The only limit is your imagination and the station layout... and, of course, your power reserves.

Arcfiend JammingField.png Jamming Field 2 minutes 150 You radiate out electromagnetic waves and jam broadcasts for 30 seconds, completely blocking radio signals within 6 tiles -- most notably headsets. Anything that can send or receive packets is also affected, like PDAs and their pesky crisis alerts (which won't be received by anyone, even if the PDA's owner hits the button.) Excellent for stealth takedowns, as using this will render victims unable to call for help. Note that you'll emit a pulsing yellow aura while this ability is active, meaning that anyone who sees you will immediately know what's up.

This functions identically to the traitor's signal jammer; the effect is just attached to you instead of an item.

Arcfiend Jolt.png Jolt 2 minutes 200 Charge up and release a series of powerful jolts into a human in melee range. Each shock will do 5 BURN like your Sap Power ability, along with slowly stacking damage to their heart. If you manage to complete the activation, the target will instantly go into cardiac arrest, leaving them as good as dead without help! People with SMES Human do not receive any of these effects, and this can actually send them out of cardiac arrest, which does the opposite of killing them. It takes 12 seconds to charge up, and any actions taken by or against you while charging up or releasing jolts will end the ability early.

You can also use Jolt on yourself to restart your heart if it's stopped, which will cause the ability to cast instantaneously. This clears away your heart failure and heals a whopping 100 OXY, but it also causes 30 BURN and renders you unconscious for 5 seconds.

N/A Empowered SMES Human Passive N/A Identical to the genetics trait of the same name. You're completely immune to shocks -- whether it be from a hacked airlock, an engine hotwire, or an enemy arcfiend -- and bio-magnetic fields can't affect you. Since this variant of the mutation is Empowered, you also gain a 40% resistance to disorientation.

Unlike the normal mutation, the arcfiend's passive version is completely invisible, and it's impossible to remove with mutadone.

Being Ir-resistor-ble: Strategies as an Arcfiend

  • Discharge is useful as an all-around tool, whether for one-on-one combat or making a quick escape and depowering a door to buy you a few precious seconds to run away. Activating it is loud and visually distinctive, so be cautious if you're trying a stealthy approach. Just remember that the attack only works within melee range, so you might need to get a bit cozy with someone you usually don't want to.
  • Flash doesn't do any damage on its own, so it can pair well with abilities like Arc Flash.
  • Arc Flash can be used as long as you have eyes on your victim, meaning that windows will pose no obstacle. Walls and doors are a bit more of a barrier, but perhaps acquiring X-Ray Vision from Genetics might be of use to you...?
  • While Ride the Lightning is an excellent maneuvering tool, it does come with its disadvantages, like running into a wire's dead end. Scouting out areas you plan on going into with a t-ray scanner can be helpful for planning ahead, as can making your own escape routes by laying out extra wires. Better yet, do both.
  • Jolt is an extremely deadly finisher, but should only be used when your opponent is on the verge of being knocked out or has had significant stamina drain from your other powers. Consult Being A Better Traitor and maybe Chemicals for some help on how to incapacitate someone.
  • Bring tools, especially a welder, screwdriver, and wirecutters. If you weld and bolt the door behind you, you can use Ride the Lightning in order to make a speedy getaway.
  • Unlike certain other ability-based antagonists, you have no innate healing powers or damage resistance, which makes you very fragile. Damage vulnerability is your core weakness as an arcfiend. Carrying a first aid kit (or at least some tasty food) can go a long way towards keeping you from an early demise.
  • Almost all of your offensive powers utilize electrocution in some way, meaning that the SMES Human mutation can ruin your day by rendering your victims resistant or even immune to many of your abilities! Making sure that Genetics can't distribute it en masse (either by taking out the gene booth or by packing some mutadone and a way to administer it quickly, although this latter method won't help if it's been made Reinforced) might be in your best interest if things are looking bad.

Sleep Mode: Going Pacifist

Like the Vampire, you are able to play passively if so desired. You can do this by draining APCs on-station, but if you wish to minimize as much impact to the station as possible, you might consider going to off-station areas that aren't used very often and have an ample supply of power such as the Space Diner or Mining Outpost. The Mining Outpost specifically has four dedicated SMES units which will provide you as much power as you need as long as you provide a way to get in.

Just remember that while you can go pacifist, it doesn't mean you should! It'll probably be more fun if you interact with the crew and cause some chaos; that's why antagonists exist, after all. You can still use these remote areas to prepare your reserves or to lay low and let the heat die down, but try not to stay there the whole round.

Power Level: Arcfiend Objectives

Arcfiends get two objectives: one is an antagonist-specific objective to gather a certain amount of power (detailed below) and one is the standard antagonist objective to escape on the shuttle alive. As with almost all objectives, they are purely optional and more suggestions on what to do, and nobody will even glance your way if you just ignore them completely and doing something you find interesting!

Accumulate at least [powergoal] units of charge in total.

Straightforward enough; just do your thing for long enough and you're bound to hit this. The objective counts the total amount of power you've drained throughout the shift, not how much you have in your reserves for ability use. On the RP servers, the amount of power you need ranges from 3500 to 4000 units; on the Classic servers, it's 4500 to 5000 units.

Power to the People: Hunting an Arcfiend

Arcfiends are disguised as regular crew, and so you might have a hard time finding out who's who unless you can catch them in the act. Look for damaged APCs or areas which power is out, especially in isolated places such as in maintenance or off-station areas such as the Space Diner. Scan them for prints if you have access to a forensics device, as arcfiends have no choice but to touch the object they're sapping power from; even if they have the foresight to wear gloves, the fibers they leave behind might point you in the right direction.

One of the strongest ways to protect yourself from an arcfiend's shocks is the SMES Human mutation. It counters many of their offensive powers, making them weaker against you or even negating them entirely! This may take some time to find and unlock completely, though; even if you have a Geneticist on the case, don't expect them to have the power up and ready to go in just a few minutes' notice.

Despite all their wacky powers, arcfiends have the same weaknesses to fire, space, explosives, oxygen, crushers, bullets and lasers that you do. Changelings can spacewalk freely and regenerate from death, and Vampires can heal by taking a power nap in a coffin -- but the humble arcfiend has no such windfalls. Their body is in nearly all ways functionally identical to a regular human's. Damage is much more permanent, and must be healed through conventional methods. Sometimes the simplest methods are best!

Supplementary Videos

Jobs on Space Station 13
Command &
Security
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus