Changeling
EXTRATERRESTRIAL STAFF | |
Changeling |
Access: Whatever your job is Additional Access: Any place you or your victims had access to Difficulty: Hard Supervisors: The Syndicate, probably Duties: Drink people's DNA, fool people. Guides: This is the guide |
A changeling is an alien creature that is intelligent and able to morph into humans. They are solitary hunters, but also take contracts from Syndicate forces in order to steal technology from Nanotrasen. The main weapons of a changeling are its ability to internally synthesize dangerous chemicals, morph into creatures it has absorbed, blending in with humans.
The Thing From Spaaaaaaaace!
A changeling has boarded the station! It has had time to "familiarize" itself with the ins and outs of its primary victim's identity, ready to take anything it desires -- be it your equipment, your faces, or your lives!
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.
Ok, now what do?
Important: Changelings can communicate with one another using 'say :g' before their speech. Use alt+click or middle mouse button to sting someone.
First:
- Learn about your available abilities
- Use them to absorb people
- ???
Your goals:
- Absorb 5-7 DNA's
- ???
DNA Absorption
The goal of many changelings is to absorb 5-7 DNA strains, for some unknown and alien reason. To do this, it must take ANY human, living or dead (even thrown away bodies from cloning), and absorb them using either its special proboscis, or the DNA Extraction Sting. You can only have a maximum of 5 DNA strands at a time, and must transform to obtain more.
DNA's can be acquired in two ways:
- The DNA Extraction Sting, which is instant and does not give any alert to the target.
- Absorbing the victim, which results in a gruesome husk. Notice: Absorbing everyone is dickish and shouldn't be what you always use.
Acquiring DNA via absorbing requires a grab, and a little bit of time as it stabs the victim with its appendage till it has all of the DNA drained. You need a good grip to absorb victims properly, and choking them has the added benefit of subduing your target as well. A choke hold can be attained by grabbing someone repeatedly until you're holding them by the neck, then double-clicking the KILL button that appears in your active hand in your HUD so that it is flashing red.
- Absorbing a victim will fill your chemical storage some and give you the target's DNA.
- Absorbing another changeling gives you all its chemical storage and allows you to rechoose your abilities.
- Absorbing victims who have been husked via burns or space will not add to your total genome count.
- Absorbed victims cannot be cloned unless genetics uses a monkey creatively. They can still be turned into cyborgs because the brain is fine.
"No, I'm the real one!"
Changelings are limited, however, to how much DNA they can absorb at once! If a changeling has 5 DNAs stored and attempts to gain another, they must purge the older DNA by transforming. Eventually, any changeling will have to be a twin of someone else on the station, living or dead.
Shifting
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed. This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.
Regeneration
Also known as Regenerative Stasis, changelings have the ability to 'kill' themselves, and appear dead for two minutes. After this period is over, the changeling can revive at will, fully healed of all injuries and illness. Both entering stasis and leaving it cost 10 chemicals, so make sure you have at least 20 before you are slain and must activate it.
This makes them nigh-unkillable, as they can fully regenerate themselves even from death if their bodies are intact and they have enough chemicals. Spaced changelings may also be able to make it back on station given enough time. The best way to permanently deal with a changeling is to gib it or cremate it in the chapel.
Objective
Changelings may have the following objectives:
- 1. Absorb 5-7 DNA stands: All changelings get this objective and it can be fulfilled via DNA extract sting or Absorbing.
- 2. Assassinate/Maroon a person: All changelings get this objective and it can be fulfilled via normal methods or some of your various abilities.
- 3a. Steal an object: This takes up the same slot as "Debrain a person"; you will only get one of the two. It is generally considered easier than "Debrain a person".
- 3b. Debrain a person: This takes up the same slot as "Steal an object"; you will only get one of the two. It must be done by debraining them via surgery.
- 4a. Escape alive: All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.
- 4b. Escape with identity: In addition to escaping alive, the changeling must have transformed to the target person and wear an ID card with the target's name on it to succeed.
Going Solo or Teaming Up
Like traitors, changelings operate individually and are in no way obligated to assist each other. It is not required for changelings to even reveal their identity to each other, as it's not uncommon for changelings to receive other changelings as objectives or backstab each other to remove competition.
Even so, a coordinated group of changelings is truly a terror to behold especially since they can share absorbed genomes via hivemind. DNA shared in this manner does not count towards your personal absorption count.
Changeling Abilities
The changeling possesses other dangerous abilities including precooked stinger abilities, which it can fire out of a crafted dart at a moments notice! Their stored chemicals regenerate quickly at a rough set rate of half a chemical per second, which is doubled with Engorged Chemical Glands.
Changelings start with 10 evolution points. The cost of abilities (if applicable) are listed in parentheses after their entry. By husking a lifeform, the changeling gains the ability to reset their learned abilities and choose new ones, adapting to situations as they arise. This will reset their evolution points back to the starting 10.
Note that changelings are immune to each others' stings. If you try to sting someone and they don't react, THEY'RE ONE TOO!
Starting Set
Regenerative Stasis
A free evolution. The changeling can enter a stasis for a small cost, and after some time, can leave it to heal all wounds, also with a small cost. Renders the changeling very hard to kill.
Uses 10 chemicals to enter, and 10 to leave.
Hive Channel
A free evolution. The changeling can channel a selected genome into the airwaves for other changelings to absorb and use.
Uses 10 chemicals.
Hive Absorb
A free evolution. The changeling can absorb DNA from the air that has been channelled by a fellow changeling. Doesn't help the changeling reach their genome objective.
Uses 20 chemicals.
Extract DNA Sting
A free evolution. The changeling can sting a target to extract their genetic information. They can then use the DNA like they just absorbed it. Helps the changeling reach their genome objective.
Uses 25 chemicals.
Transform
A free evolution. The changeling can transform into any of the DNAs they have stored, allowing them to become nearly anyone. Doesn't come with clothes or acting ability.
Uses 5 chemicals.
Abilities Available via Evolution Menu
Augmented Eyesight
The changeling evolves additional features in their eyes, giving them a toggleable night-vision and thermal-vision mode. This cannot be detected by normal means.
Costs 2 evolution points and uses no chemicals.
Digital Camouflage
Prevents the AI from tracking the changeling's location while active, but makes you look strange on examine.
Costs 1 evolution point and uses no chemicals.
Epinephrine Overdose
Allows to the changeling to make use of additional adrenaline to instantly recover from stuns, and gives a temporary reduction in further stuns, which may cause toxin damage as a side effect. High chemical cost.
Costs 2 evolution points and uses 25 chemicals.
Fleshmend
Unlike Regenerative Stasis, the changeling will rapidly heal itself without the need to go into stasis.
Costs 2 evolution points and uses 30 chemicals.
Engorged Chemical Glands
A passive ability that increases the changeling's maximum storage capacity of chemicals to 75, from 50, and doubles the rate of chemical regeneration.
Costs 2 evolution points.
Lesser Form
The changeling transforms into a monkey after a brief period of time. Causes all equipment to be dropped on the floor. It can then return to human form by using Human Form. Note that transforming into a monkey also drops your cuffs.
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.
Mimic Voice
Allows the changeling to form their voice of a name they enter.
Costs 1 evolution point and halts chemical generation while active.
Arm Blade
Reforms one of the changeling's arms into a grotesque blade made out of bone and flesh. The arm blade does 25 damage per hit and can be retracted; however, it is visible on your body and a dead giveaway to onlookers and silicons that you are a changeling. It can also be used to pry open depowered doors.
All form-altering mutations cause a form of genetic damage, preventing the changeling from changing shape for a time after their deactivation.
Costs 2 evolution points and uses 20 chemicals.
Organic Shield
Reforms one of the changeling's arms into a large, fleshy shield. Blocks or mitigates a number of attacks, the amount increasing by 3 with each genome absorbed.
Costs 1 evolution point and uses 20 chemicals.
Organic Space Suit
Inflates the changeling's flesh into a huge, bulky, spaceworthy mass of pressure and temperature-resistant organic tissue to facilitate space travel. A source of oxygen is still required for spacewalking, and because the suit is made up of the changeling's flesh, it provides no damage resistance and can be injected directly into with syringes. Slows chemical generation while active.
Costs 2 evolution points and uses 20 chemicals.
Chitinous Armor
Inflates the changeling's body into an all-consuming chitinous mass of armor. Provides extensive protection against physical damage, but less against other types. Its mass slows the changeling's movement, and maintaining its shape slows chemical generation.
Costs 2 evolution points and uses 20 chemicals.
Anatomic Panacea
Cures the changeling of diseases, disabilities, radiation, and toxins. Generally covers the things that Fleshmend doesn't; it can be used to purge the poison that the chemist just shot you up with, or to get rid of that debilitating mutation from an absorbed identity.
Costs 1 evolution point and uses 25 chemicals.
Resonant Shriek
The changeling emits a tone beyond the range of human hearing, causing deafness and disorientation in an area around itself and bursting lights in the area. Good for escaping groups or preventing people from fleeing from you.
Costs 1 evolution point and uses 25 chemicals.
Dissonant Shriek
The changeling emits an EMP, which disables technology in the surrounding area, including radio headsets.
Costs 1 evolution point and uses 20 chemicals.
Spread Infestation
Two spiderlings crawl out of the changeling's mouth, eventually growing into deadly beasts. IMPORTANT: You need at least 5 DNA absorptions to gain enough power to use this late-game ability!
Uses 50 chemicals.
Strained Muscles
The changeling reduces lactic acid buildup in their leg muscles, allowing them to move at extremely fast speeds. While active, the changeling will take steadily incrementing stamina damage and eventually pass out. Attempting to run while exhausted will result in gradual health damage, though never to an outright lethal capacity.
Costs 1 evolution point and uses no chemicals.
Transformation Sting
The changeling injects a retrovirus that forces their human victim to transform into another.
Costs 2 evolution points and uses 40 chemicals.
Mute Sting
The changeling silently sting a human, completely silencing them for a short time. Does not provide a warning to a victim that they've been stung, until they try to speak and can't. May be used while under the effects of Lesser Form.
Costs 2 evolution points and uses 20 chemicals.
Blind Sting
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted. May be used while under the effects of Lesser Form.
Costs 1 evolution point and uses 25 chemicals.
Hallucination Sting
The changeling injects large doses of hallucinogenic chemicals into their victim. Effect occurs after 30 to 60 seconds. The victim does not notice they've been stung.
Costs 1 evolution point and uses 5 chemicals.
Cryogenic Sting
The changeling injects the target with a blend of chemicals that begins to turn their blood to ice. The victim will walk slower and take some damage over the full duration. Victims wearing armor or insulated material will take more damage. Can be countered with space heaters, coffee, and other warming objects and foods.
Costs 2 evolution points and uses 15 chemicals.