Changeling: Difference between revisions

88 bytes added ,  17:52, 5 August 2014
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→‎Changeling Abilities: Sorted abilities like they're seen on the menu, added chemical costs and changed costs --> uses.
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m (WORK IN PROGRESS, trying to overhaul the page a little to make it look nicer and giving it a quick first steps-by-step part.)
imported>Kosmos
m (→‎Changeling Abilities: Sorted abilities like they're seen on the menu, added chemical costs and changed costs --> uses.)
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Note that changelings are immune to each others' stings. If you try to sting someone and they don't react, THEY'RE ONE TOO!
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====
====Hive Channel====
A free evolution. The changeling can channel a selected genome into the airwaves for other changelings to absorb and use.
A free evolution. The changeling can channel a selected genome into the airwaves for other changelings to absorb and use.


Costs 10 chemicals.
Uses 10 chemicals.


====Hive Absorb====
====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.
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.


Costs 20 chemicals.
Uses 20 chemicals.


====Extract DNA Sting====
====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.
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.


Costs 25 chemicals.
Uses 25 chemicals.
 
====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.
 
Costs 10 chemicals to enter, and 10 to leave.


====Transform====
====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.
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.


====Lesser Form====
Uses 5 chemicals.
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.
 
===Abilities Available via Evolution Menu===
====Digital Camouflage====
Prevents the AI from tracking the changeling's location while active, but makes you look strange on examine.


Costs 5 chemicals and 5 to shift back.
Uses no chemicals.


====Epinephrine Sacs====
====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.
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 25 chemicals.
Uses 25 chemicals.
 
====Fleshmend====
Unlike Regenerative Stasis, the changeling will rapidly heal itself without the need to go into stasis.
 
Uses 30 chemicals.


====Engorged Chemical Glands====
====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.
A passive ability that increases the changeling's maximum storage capacity of chemicals to 75, from 50, and doubles the rate of chemical regeneration.
====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.
Uses 5 chemicals and 5 to shift back.


====Mimic Voice====
====Mimic Voice====
Allows the changeling to form their voice of a name they enter. Prevents chemical generation while active.
Allows the changeling to form their voice of a name they enter.
 
Prevents 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.


====Digital Camouflage====
Uses 20 chemicals.
Prevents [[AI]]s from tracking the changeling's location while active, but makes you look strange on examine.


====Fleshmend====
====Organic Space Suit====
Unlike Regenerative Stasis, the changeling will rapidly heal itself without the need to go into stasis.
Hardens the changeling's body into a huge, bulky, spaceworthy mass of pressure and temperature-resistant organic tissue, evolved to facilitate space travel. The suit uses up chemicals while active and cannot be used as a monkey.


Costs 30 chemicals.
Uses 20 chemicals.


====Anatomic Panacea====
====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.
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 25 chemicals.
Uses 25 chemicals.


====Resonant Shriek====
====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.
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 25 chemicals.
Uses 25 chemicals.


====Dissonant Shriek====
====Dissonant Shriek====
The changeling emits an [[EMP]], which disables technology in the surrounding area, including radio headsets.
The changeling emits an EMP, which disables technology in the surrounding area, including radio headsets.


Costs 20 chemicals.
Uses 20 chemicals.


====Blind Sting====
====Spread Infestation====
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.
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.
 
====Transformation Sting====
The changeling injects a retrovirus that forces their human victim to transform into another.


Costs 25 chemicals.
Uses 40 chemicals.


====Mute Sting====
====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.
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 20 chemicals.
Uses 20 chemicals.


====Transformation Sting====
====Blind Sting====
The changeling injects a retrovirus that forces their human victim to transform into another.
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 40 chemicals.
Uses 25 chemicals.


====Hallucination Sting====
====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.
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 5 chemicals.
Uses 5 chemicals.


====Cryogenic Sting====
====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.
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 15 chemicals.
Uses 15 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!
 
Costs 50 chemicals.
 
====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.


Costs 20 chemicals.


====Organic Space Suit====
Hardens the changeling's body into a huge, bulky, spaceworthy mass of pressure and temperature-resistant organic tissue, evolved to facilitate space travel. The suit uses up chemicals while active and cannot be used as a monkey.


Costs 20 chemicals.




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