Concept: A new side antagonist like Nightmare and Voidwalker, themed around electricity, the supermatter, and ethereals.
Goals: Add a new and interesting side threat with neat rewards for the crew if defeated. Allow it to be powerful and slippery but not quite unkillable.
Non-Goals: Have them overpower the round, be too easy to 'summon', be a cakewalk to deal with.
Elaboration: The Voltergeist's spawn system is detached from Dynamic: Instead, it's linked to the supermatter. Anything that interacts with it (dusting, instability) slowly increases the chance of one appearing. When one does spawn, anyone who was dusted by it has priority in the roll.
Rambling:
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Arcfiends are a form of parallel mid round antagonist to Nightmares, themed around electricity and the supermatter rather than the darkness. However, unlike the latter, they're linked to a tangible object, rather than being a dynamic threat - the Supermatter. The chances for an Arcfiend to spawn increase with the following variables:
- How much power the Supermatter is emitting.
- How unstable the Supermatter is.
- How many people have been dusted that shift (Their minds have priority when one spawns)
Supermatters that have degenerated to anomaly spawning can likely make one. Resonance cascades in progress will summon several, and finished ones straight-out work as a ghost spawner like Nar-Sie.
Arcfiends themselves effectively look like crystal-headed, yellow Ethereals. They are completely shock immune, chunky, and have similar restrictions on clothing as Nightmares. Their heart is a refined flux core.
Their objective is simple - drain the esoteric energy in the brains of people. To so this, they have an actual, normal energy bar, which they increase via the classics - APCs, loose batteries, and so on. Draining actual people increases max capacity, recharge rate, and provides a short boost.
Potential powers:
- On The Grid: Jump into live wires and traverse them as you would a pipe. If the wire loses power you're booted out. Can't carry items through wires!
- Overload Lights: Blow out one of the lights in the room to cause a lightning shock towards a target. Only works if the lights are turned on. If they're broken and sparking, the attack will be weak.
- Seize: Similar to shock touch. Causes muscles to seize up, same as a stun baton. Cooldown is too long for another hit, though. Causes convulsions.
- Power Surge: Direct a lot of your power towards a piece of machinery, causing it to explode in a few seconds.
- Induce Malfunction: Randomly pulse wires on something. If alt clicked, emag it instead (not cheap)
- Lightning Leap: Teleport to a tile with a powered cable on top. Anyone on that tile is stunned, anyone in proximity is shocked and thrown away. Arcfiends can always see cables.
- SMES Shunt: Move from SMES to SMES! Not cheap.
- Lightning Ball: Fire a tesla ball that damages those nearby with bolts. Stuns on hit.
- Zapcharge: Recharge held item, like the wizard spell.
- Flatline: Two uses. Left click causes cardiac arrest disease - Right click instantly breaks the target's heart, usable as a wind-up on incapacitated targets. Doesn't work on corpses.
- Capacitor: Store all your current energy in this spell. Click again to unload it all back!
- Overcharge: Reset cooldown on two random spells.
Heals by draining APCs. Or anything an Ethereal does.
They start out with only a few spells, but each drained mind gives a new one.
Each organ they have has electric buffs of some sort, from giving you immunity to becoming a battery to a mod core to stabilized yellow. Cannibalize the poor guy
Eyes: Let you see cables
Ears: flashbang resistant
Heart: Rip off the pseudorganic bits to reveal an anomaly core. Can be wired to turn into a mod core with infinite power.
Stomach: Allows draining, charging
Lungs: Shock resistance
Liver: Grants you the spell system
Appendix: Rip to reveal a super power cell
Ideally, a simplified version of this would be PR'd, with elaborations on the concept being introduced afterwards.