Difference between revisions of "Electrician"
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Revision as of 19:47, 9 October 2012
Electricians are part of the Engineering jobs and start in the Electrician Office unsurprisingly. They spawn with a yellow (electric) toolbox, device analyzer, a solder, and insulated gloves when assigned along with the standard stuff, and have access to more tools and equipment in the Office. They are cousins of the Engineers in that they share a similar purpose of fixing the station (or not) when times are rough in Space Station 13, but unlike engineers can fix the irreparable damage to many devices that engineers can't (or just steal some traitor's c-sword and make a million copies and hand them out instead all round). They have most of the access engineers do, except access to the engineering bay.
The Device Analyzer: How to Copy and Make (A Zillion Gibbers)
The most important difference between the rest of the crew and an electrician is his analyzer because it gives access to copying many electronic devices around the station. Slamming it against many electronic devices around will analyze how the object is built and give you access to its blueprint (holds one blueprint at a time) which you can throw into the manufacturer in order to start researching. Once the object is researched you can then produce a disk of the components needed that you can put in your device analyzer to read as well as create a frame of the object you copied. Using the component vending machines in the Electrician Office you can then read off your device analyzer and attach the components to the frame. Once all the components are in the frame, solder it, then click the frame to put it in a box. Then move to where you want the object to go, as some objects are immovable once dropped, and solder the box again to deploy.
Traitor Item
A traitor electrician often doesn't need to act too differently from normal to succeed. Even in the best of times, electricians are megalomaniacs that enjoy nothing more than getting a scan on a security taser or the Captain's egun and gleefully using their new toy. Being a traitor just means that they're perfectly justified in blocking off hallways with slot machines and distributing bombs that they know nobody will use responsibly. Access to as many tools as they could ever want also makes them prime candidates to corrupt the AI, or to make terrible, inappropriate use of stun gloves.
In addition to these perks, they also have a unique item: device analyzer that can copy a couple things a regular analyzer can't, like the Traitor items or the Chef's gibber. Copying things that people often consider fun, like the Fake Mustache, is a pretty effective way to make the entire station devolve into a bunch of fuck-offs who couldn't care less that you're a traitor.
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |