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{{MetaInfoBox|headerbgcolor = green|headerfontcolor = white|imagebgcolor = purple}}
{{JobPageHeader
''You are the Changeling!''
|headerbgcolor = black
|headerfontcolor = white
|stafftype = EXTRATERRESTRIAL
|imagebgcolor = #DDAADD
|img_generic =
|img = changeling.gif
|jobtitle = Changeling
|access = Whatever your job is
|additional = Any place you or your victims had access to
|difficulty = Hard
|superior = The Syndicate, probably
|duties = Drink people's DNA, fool people.
|guides = This is the guide
|quote = [http://sam.wileycomputerworks.com/SS13/SecChan.wav "HEY I THINK THE HEAD OF SECURITY IS A-" *BZZZZZRT* *CRUNCH* "Nevermoind, everythings ok. Go back to werk."]
}}
A changeling is a highly intelligent alien predator that is capable of altering their shape to flawlessly resemble a human. They are typically deployed in simple social groupings, although they maintain total autonomy and act individually, so long as they do not have a team objective. As a result of their expertise in infiltration, the Syndicate often hires Changelings to steal high-risk items from Nanotrasen. The Changeling hunts with its ability to synthesize deadly chemicals internally, adopt the form of it's past victims, and even directly alter its form to be more suited to the task at hand.


So you're a Changeling. A mysterious alien creature that wants to absorb everyone's DNA. You'll be given a variety of objectives, and many abilities to complete them. Yes, you're probably going to fail, but at least you have a chance with this guide.
==The Thing From Spaaaaaaaace!==
__TOC__
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!
[[Category:Jobs]] [[Category:Antagonists]]
= In Space No One Can Hear You Armblade =
If you are reading this, you are probably in a game, so I will make this brief.


You will notice that on the left hand side of your screen, there is a number in a box. This is your chemical storage. When you evolve powers, (Changeling verbs, ''Evolve'') you can only use them if your chemical storage is equal to or greater than the number next to them.
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.


[[File:Changeling chemicals.png]]
==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.


This is an example of changeling objectives
First:
# Learn about your available abilities
# Use them to absorb people
# ???


[[File:Changeling objectives example.png]]
Your goals:
# Absorb 5-7 DNA's
# ???


=== Float Like a Butterfly, STING Like a Bee ===
===[[File:choke.png]] DNA Absorption===
To use a sting, evolve one or use a pre-given one by clicking it in Changeling Verbs once, or, if you already have a sting selected, clicking it will retract it, another will activate a new sting. To sting someone, walk up to them and middle mouse click on them. They will now be afflicted with the affects if the sting. Some stings are: ''Extract DNA'', which lets you steal someone's DNA without killing or husking them. ''Cryosting'', which freezes people stealthily. And ''Mute Sting'', which stops the afflicted from speaking for a short time. Keep in mind that these pesky, pesky, little humans already know about your stings. it would be best to do them in crowded hallways, or areas with multiple people.
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.


=== Extracting Genomes 101 ===
DNA's can be acquired in two ways:
To steal people's genes, you can either be a dick by killing them, or stealthily sting them.
* The '''DNA Extraction Sting''', which is instant and does not give any alert to the target.
You will probably have to kill some people, you can't have two Joe Robusts walking around.
* '''Absorbing''' the victim, which results in a gruesome husk. Notice: Absorbing everyone is dickish and shouldn't be what you always use.


To kill and absorb, (easier to assume identity) crit them (or blind+mutesting and knock them out) then go somewhere safe like maintenance and grab them aggressively until you get the kill option. You have to grab aggressively by grab intent grabbing, then clicking upgrade until your hand looks like image below.
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.


Kill choking.
* 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.


[[File:Kill intent.png]]
==="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.


Then click ''Absorb DNA'' in Changeling Verbs and wait. If someone sees you do this, mute sting and murder them too! Now you have two bodies! If you need more than 5 genomes, you have to transform. Do this by going into a locker or somewhere hidden, and click ''Transform''. Select your desired person, YOU ARE NOW THEM! It is advisable to observe how they play and mimic them or not speak at all. Your clothes and possessions will not change, so you should wear their clothes. Remember to wash the blood off said clothes.
===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.


An absorption, the mean way.
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.


[[File:Ling absorbtion.png]]
===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.


=== DUDE WHERE'S MY BODY? ===
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.
You will want to hide the bodies you husk or kill. A good way to do this is by spacing them or assimilating and replacing the Chaplain and cremating them.(Or if they are braindead, rob the morgue, steal their brain, put it in a dead corpse and absorb them again for more fun!)
Do NOT forget to take their jumpsuit off. Or you could even plant your old ID on them. (As shown in the picture above.)


= BUSTED! =
===Objective===
OK. Someone has found you out! What do you do? Assume another person. My advice is to take a hardsuit and go in a locker, ''Transform'' and just don't speak. You could also use a voice changing evolution.
Changelings may have the following objectives, Be aware that some objectives may not show up depending on what type of Team Objective the changelings have:
Another way is to frame the accuser of being a ling! Yes, the gods have granted a nifty little sting to frame people with. It's called a ''Transformation Sting'', this basically makes people turn into someone who you have absorbed. This is done by stinging them (preferably in public), they then morph into the person you select when turning on the sting exactly as a ling would. This costs 40 chemicals, so use it sparingly.
If you are in crit, do not worry! Just click ''Regenerative Stasis'' under Changeling Verbs and it will begin the stasis preparation. Wait until you see a message stating "We are ready to regenerate." Then click the new option in Changeling Verbs, ''Regenerate'', and you will instantly be healed. (Doing this in front of borgs is a bad idea).


:'''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.


:'''3. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.


Or use this baby and go Full Metal Badass on them fools.
:'''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.


[[File:Armblade.gif]]
:'''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.


===Team Objective===
Changelings may have one special Team Objective that is given to all changelings in the round, these are generally too hard or impossible for one changeling to complete alone.


:'''1. Impersonate Department:''' A department is chosen '''(Security, Medical, Engineering or Science)'''. As many staff members from this department as logically possible (Based on the number of changelings in the round, the number of staff members in the department, etc.) are chosen as targets that the changelings must kill, transform into and escape as. This objective ignores the head(s) of that department. A Changeling does NOT need to personally be one of the targets to succeed. '''This objective requires 3 changelings to be chosen for a round.'''


=== MOMMA! I just killed a man! ===
:'''2. Impersonate Heads:''' Like Impersonate Department, except the "department" is always the '''Heads of Staff (Captain, Head of Personnel, Head of Security, Research Director, Chief Engineer and Chief Medical Officer)'''. The changelings must kill, transform into and escape as the specified heads of staff. '''This objective requires 3 changelings to be chosen for a round.'''
Here are some tips on how to efficiently kill people.


Cryosting then slip people, cuffs are good. Then strip their headsets and nomnomnom...
===Going Solo or Teaming Up===
since mute sting and hallucino sting are no longer available because of the vir00s, you must find other ways! share your tips with Tigers101, and he willl post them here!
If the changelings have a Team Objective they should be treated as any other team antag, this means they are '''NOT''' allowed to betray the other changelings.
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.


=== I Need to Buy Some Time ===
Make sure you know which of the above is true before you act!
Evolve ''Spread Infestation''. When you have 5 or more genomes, you can make spider babies! They will grow up and kill everyone '''including you''', so be very careful.


== Being Robust ==
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i>
If you are not very robust, (combat worthy) then evolve, ''Shield'' and ''Arm Blade''. Using these costs a lot of chemicals, but make even the weak, strong.  
Your hands will be replaced by a sword and a gross shield. ''Epinephrine Overdose'' allows you to instantly recover from stuns when activated, while sometimes giving you toxin damage.


==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'''.


=== Dealing With Idiots ===
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.
If someone spaces you, you can try ''Regenerative Stasis'' and then evolve ''Organic Space Suit'' and you might just survive! Lucky you.


=== Being Stealthy ===
Note that changelings are immune to each others' stings. If you try to sting someone and they don't react, THEY'RE ONE TOO!
Another neat power is ''Lesser Form'', you use this to change into a monkey, who can crawl through vents and wreak havoc! This is a telltale sign that you are non human, so do it in a safe place. To ventcrawl, use alt click on a vent, then select your destination.


===Starting Set===
----
====Regenerative Stasis====
A free evolution. The changeling can fake it's death and 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.


=== Final Remarks ===
====Hive Channel====
ALWAYS SAVE ENOUGH CHEMICALS FOR A STASIS, THIS WILL SAVE YOUR LIFE.
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. The changeling will become more vulnerable to flash-based devices while this ability is active. This cannot be detected by normal means.
Costs 2 evolution points and uses no chemicals.
 
====Digital Camouflage====
Makes the changeling invisible to the AI, and 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.
 
====Adrenaline Sacs====
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 30 chemicals.
 
====Fleshmend====
Unlike Regenerative Stasis, the changeling will rapidly heal itself without the need to go into stasis.
 
Costs 2 evolution points and uses 25 chemicals.
 
====Engorged Chemical Glands====
A passive ability that increases the changeling's maximum storage capacity of chemicals to 100, from 75, and doubles the rate of chemical regeneration.
 
Costs 2 evolution points.
 
====Last Chance====
For when you are well and truly fucked. Creates a small silent explosion, gibs your current body, and spawns a headcrab -- a creature that infects nearby crew much like an [[xenomorph|alien]] larva. The changeling egg grows into a monkey changeling after ~180 seconds.
 
Costs 1 evolution point and uses 20 chemicals.
 
====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 20 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 20 chemicals.
 
====Dissonant Shriek====
The changeling emits an EMP, which disables technology in the surrounding area, including radio headsets. Good for escaping [[borg]]s.
 
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!
 
Costs 1 evolution point and uses 45 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. The transformation target must be someone whose DNA the changeling has in storage.
 
Costs 3 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 until they start tripping.
 
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.
 
====False Armblade Sting====
The changeling silently injects a retrovirus that mutates their victim's arm into an armblade. The victim will form an armblade much like a changeling would, except the armblade is dull and useless. The transformation occurs immediately after the sting.
 
Costs 1 evolution point and uses 20 chemicals.
 
==Tips==
* As a changeling, the absolute best item for you to get is a wallet (From the crew quarters, in either cabin's personal closet, in the leather satchel.) It goes in your ID slot and holds up to 4 ids, all of which work for automatic access and none of which change your mouse over identity.
* Only take a few abilities at round start! Once you take an ability, it is locked in unless you husk someone. Husking someone is time-consuming, leaves obvious evidence, sort of dickish, and if anyone interrupts you then you're boned. If you leave a few slots open, though, you can easily adapt to whatever shit you find yourself in.
* Get your debraining tools from the autolathe, not surgery. They're all craftable there, it's easier to get to, and Medbay doesn't complain. "Get" here probably means "steal" unless you're cargo.
* Transformation Sting is robust. Not only does it confuse the fuck out of people and is silent, but it's easier to hide in a forest than on an open plain. Make 555 of the guy you are changing into for more genomes. Transform the guy you are husking/impersonating into someone else, so you're the only one. Transform a ling who is caught if the scene is chaotic enough that he might escape. The possibilities are endless. ADDED: Wear some generic clothes from arrivals or locker room. Then if somebody's chasing you, run out of their line of sigh, quickly transform and run backwards.
* As a ling you are able to explore space, either staying as a regening corpse until you hit something or through a combination of fleshmend, engorged chem sacs, and a fire suit.
** There is a spare saw for debraining on the comms satellite.
** There are edible clown corpses on the clown shuttle.
** You can of course find spaced people randomly, which is a great way to pick up an identity provided everyone doesn't know they were spaced.
** Cryosting is only robust on people with insulation which makes it really effective in space, where they won't have a choice about staying dressed up in their suit.
* Hive channel is free genome storage for identities.
* Take Engorged Chemical Glands. Whatever powers you take, you will NEVER be hurt by choosing the power that lets you spam it nonstop.
* Mimic voice and subverted AI, or mimic voice and digital camo go a LONG way in completely getting the crew against each other (ie: "one day, woody got wood").
* Keep in mind that if you space yourself and let your corpse husk from the burn damage you'll still be a husk when you get back up. You can clear this effect by transforming to another form and back again. You could also buy voice changing and play a zombie.
* DNA contains all the genetic disabilities/powers in addition to visual appearance, so if you want to be mean to people you could create a humanized monkey with all the disabilities, extract its DNA, then go around silently turning people into blind deaf convulsing gibbering heaps. It's the closest thing to a parasting we have now.
* Blind sting + Lesser form = Freedom
** Cryo Sting + Lesser form = Freedom
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.
 
===Tips for Fighting Against Changelings===
* Kill a ling, drag a weldertank onto it, and then welder/shoot the tank with a laser. This gibs the ling.
* As long as you can talk and you're within 1 tile of an intercom, you can type :i in front of what you say to say it over the intercom. Even when you're stunned and/or on the ground.
* If you get cryostung as a Security Officer, remove your armor and helmet. REMOVE THEM. Or else you will die. Sec armor has somehow some heattampering properties, which means you won't heat up as much as you would normally be, and will consequently die of cold. Same goes if you are wearing an hardsuit/space protective gear/anything that could have thermal properties. If you get cryo'd, REMOVE THOSE THINGS ASAP.
* The bane of lings is N2O. None of their powers will help them.


Good luck being a damn dirty alien!


{{Jobs}}
{{Jobs}}
[[Category: Jobs]] [[Category:Game Modes]]

Revision as of 18:22, 16 March 2016

EXTRATERRESTRIAL STAFF
Changeling.gif
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
Quote: "HEY I THINK THE HEAD OF SECURITY IS A-" *BZZZZZRT* *CRUNCH* "Nevermoind, everythings ok. Go back to werk."

A changeling is a highly intelligent alien predator that is capable of altering their shape to flawlessly resemble a human. They are typically deployed in simple social groupings, although they maintain total autonomy and act individually, so long as they do not have a team objective. As a result of their expertise in infiltration, the Syndicate often hires Changelings to steal high-risk items from Nanotrasen. The Changeling hunts with its ability to synthesize deadly chemicals internally, adopt the form of it's past victims, and even directly alter its form to be more suited to the task at hand.

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:

  1. Learn about your available abilities
  2. Use them to absorb people
  3. ???

Your goals:

  1. Absorb 5-7 DNA's
  2. ???

Choke.png 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, Be aware that some objectives may not show up depending on what type of Team Objective the changelings have:

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.
3. Steal an object: Steal a special or rare object from the station, you will be informed of what to steal.
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.

Team Objective

Changelings may have one special Team Objective that is given to all changelings in the round, these are generally too hard or impossible for one changeling to complete alone.

1. Impersonate Department: A department is chosen (Security, Medical, Engineering or Science). As many staff members from this department as logically possible (Based on the number of changelings in the round, the number of staff members in the department, etc.) are chosen as targets that the changelings must kill, transform into and escape as. This objective ignores the head(s) of that department. A Changeling does NOT need to personally be one of the targets to succeed. This objective requires 3 changelings to be chosen for a round.
2. Impersonate Heads: Like Impersonate Department, except the "department" is always the Heads of Staff (Captain, Head of Personnel, Head of Security, Research Director, Chief Engineer and Chief Medical Officer). The changelings must kill, transform into and escape as the specified heads of staff. This objective requires 3 changelings to be chosen for a round.

Going Solo or Teaming Up

If the changelings have a Team Objective they should be treated as any other team antag, this means they are NOT allowed to betray the other changelings. If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.

Make sure you know which of the above is true before you act!

Regardless of Team Objectives, changelings 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 fake it's death and 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. The changeling will become more vulnerable to flash-based devices while this ability is active. This cannot be detected by normal means.

Costs 2 evolution points and uses no chemicals.

Digital Camouflage

Makes the changeling invisible to the AI, and 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.

Adrenaline Sacs

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 30 chemicals.

Fleshmend

Unlike Regenerative Stasis, the changeling will rapidly heal itself without the need to go into stasis.

Costs 2 evolution points and uses 25 chemicals.

Engorged Chemical Glands

A passive ability that increases the changeling's maximum storage capacity of chemicals to 100, from 75, and doubles the rate of chemical regeneration.

Costs 2 evolution points.

Last Chance

For when you are well and truly fucked. Creates a small silent explosion, gibs your current body, and spawns a headcrab -- a creature that infects nearby crew much like an alien larva. The changeling egg grows into a monkey changeling after ~180 seconds.

Costs 1 evolution point and uses 20 chemicals.

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 20 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 20 chemicals.

Dissonant Shriek

The changeling emits an EMP, which disables technology in the surrounding area, including radio headsets. Good for escaping borgs.

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!

Costs 1 evolution point and uses 45 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. The transformation target must be someone whose DNA the changeling has in storage.

Costs 3 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 until they start tripping.

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.

False Armblade Sting

The changeling silently injects a retrovirus that mutates their victim's arm into an armblade. The victim will form an armblade much like a changeling would, except the armblade is dull and useless. The transformation occurs immediately after the sting.

Costs 1 evolution point and uses 20 chemicals.

Tips

  • As a changeling, the absolute best item for you to get is a wallet (From the crew quarters, in either cabin's personal closet, in the leather satchel.) It goes in your ID slot and holds up to 4 ids, all of which work for automatic access and none of which change your mouse over identity.
  • Only take a few abilities at round start! Once you take an ability, it is locked in unless you husk someone. Husking someone is time-consuming, leaves obvious evidence, sort of dickish, and if anyone interrupts you then you're boned. If you leave a few slots open, though, you can easily adapt to whatever shit you find yourself in.
  • Get your debraining tools from the autolathe, not surgery. They're all craftable there, it's easier to get to, and Medbay doesn't complain. "Get" here probably means "steal" unless you're cargo.
  • Transformation Sting is robust. Not only does it confuse the fuck out of people and is silent, but it's easier to hide in a forest than on an open plain. Make 555 of the guy you are changing into for more genomes. Transform the guy you are husking/impersonating into someone else, so you're the only one. Transform a ling who is caught if the scene is chaotic enough that he might escape. The possibilities are endless. ADDED: Wear some generic clothes from arrivals or locker room. Then if somebody's chasing you, run out of their line of sigh, quickly transform and run backwards.
  • As a ling you are able to explore space, either staying as a regening corpse until you hit something or through a combination of fleshmend, engorged chem sacs, and a fire suit.
    • There is a spare saw for debraining on the comms satellite.
    • There are edible clown corpses on the clown shuttle.
    • You can of course find spaced people randomly, which is a great way to pick up an identity provided everyone doesn't know they were spaced.
    • Cryosting is only robust on people with insulation which makes it really effective in space, where they won't have a choice about staying dressed up in their suit.
  • Hive channel is free genome storage for identities.
  • Take Engorged Chemical Glands. Whatever powers you take, you will NEVER be hurt by choosing the power that lets you spam it nonstop.
  • Mimic voice and subverted AI, or mimic voice and digital camo go a LONG way in completely getting the crew against each other (ie: "one day, woody got wood").
  • Keep in mind that if you space yourself and let your corpse husk from the burn damage you'll still be a husk when you get back up. You can clear this effect by transforming to another form and back again. You could also buy voice changing and play a zombie.
  • DNA contains all the genetic disabilities/powers in addition to visual appearance, so if you want to be mean to people you could create a humanized monkey with all the disabilities, extract its DNA, then go around silently turning people into blind deaf convulsing gibbering heaps. It's the closest thing to a parasting we have now.
  • Blind sting + Lesser form = Freedom
    • Cryo Sting + Lesser form = Freedom
    • LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.

Tips for Fighting Against Changelings

  • Kill a ling, drag a weldertank onto it, and then welder/shoot the tank with a laser. This gibs the ling.
  • As long as you can talk and you're within 1 tile of an intercom, you can type :i in front of what you say to say it over the intercom. Even when you're stunned and/or on the ground.
  • If you get cryostung as a Security Officer, remove your armor and helmet. REMOVE THEM. Or else you will die. Sec armor has somehow some heattampering properties, which means you won't heat up as much as you would normally be, and will consequently die of cold. Same goes if you are wearing an hardsuit/space protective gear/anything that could have thermal properties. If you get cryo'd, REMOVE THOSE THINGS ASAP.
  • The bane of lings is N2O. None of their powers will help them.


Jobs on Yogstation

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Command Captain · Head of Personnel · Head of Security · Chief Engineer · Chief Medical Officer · Research Director
Security Head of Security · Security Officer · Warden · Detective · Lawyer
Engineering Chief Engineer · Station Engineer · Atmospheric Technician · Network Admin
Science Research Director · Scientist · Roboticist · Geneticist
Medical Chief Medical Officer · Medical Doctor · Chemist · Geneticist · Virologist · Paramedic · Psychiatrist · Mining Medic
Supply Head of Personnel · Quartermaster · Cargo Technician · Shaft Miner · Mining Medic
Service Janitor · Bartender · Cook · Botanist · Lawyer
Civilian Assistant · Tourist · Clown · Mime · Artist · Chaplain · Curator · Clerk
Non-Human AI · Cyborg · Positronic Brain · Drone · Personal AI · Construct · Golem · Ghost
Special Centcom Official · Death Squad Officer · Emergency Response Officer · Ian · HONK Squad Officer
Races Humans · Lizardpeople · Plasmaman · Phytosian · Preternis · Mothpeople · Ethereals · Polysmorph · Miscellaneous