Changeling: Difference between revisions

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Updates changeling's abilities
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m (→‎Shifting: changed it into transforming)
imported>XDTM
(Updates changeling's abilities)
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==Changeling Abilities==
==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'''.
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.


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.
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!
Changelings can store up to 6 DNA strands, acquiring them either by husking or DNA stinging people; if they acquire more, the oldest will be overwritten.
 
Note that changelings are immune to each others' stings and are able to notice they've been stung. If you try to sting someone and they don't react, they might be one too!


===Starting Set===
===Starting Set===
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====Regenerative Stasis====
====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.
A free evolution. The changeling can fake its death and enter a stasis for a small cost, and after some time, can leave it while healing all wounds and status effects. <u>Can be used while dead.</u> Renders the changeling very hard to kill, but if its corpse is gibbed or incinerated it won't be able to revive.
 
Uses 15 chemicals.


Uses 10 chemicals to enter, and 10 to leave.
====Transform====
A free evolution. The changeling can transform into any of the DNAs they have stored, allowing them to become nearly anyone. It will also mimic their clothing and IDs, if you're not already wearing one in those slots; they will however be nonfunctional and cannot be removed except by retransforming or using the Drop Flesh Disguise option from the transformation menu.
Uses 5 chemicals.


====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. Also useful for storing important DNA without it being overwritten.


Uses 10 chemicals.
Uses 10 chemicals.
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Uses 25 chemicals.
Uses 25 chemicals.
====Absorb DNA====
A free evolution. Another way to acquire DNA: the changeling fully drains a body's fluids, husking it in the process and making it uncloneable and unidentifiable. In addition to giving the changeling the DNA, it will also give it a few samples of speech to better imitate them and it will allow the changeling to reset their abilities.


====Hivemind Link====
====Hivemind Link====
Allows you too connect another non-changeling too the Hivemind. For when some one agrees to help you for what ever reason.
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.
Its works much like absorb DNA as in you need a very tigth grip and 3 diffrent stages too go trough only this goes alot faster and then you just connected non-changeling too the Hivemind!
Has the same requirements as Absorb DNA: needs a KILL level grab and a short channel. The victim will be kept stabilized while linked to the hivemind; so don't worry about time constraints.
 


====Transform====
A free evolution. The changeling can transform into any of the DNAs they have stored, allowing them to become nearly anyone. It will also mimic their clothing and IDs, if you're not already wearing one in those slots; they will however be nonfunctional and cannot be removed except by retransforming or using the Drop Flesh Disguise option from the transformation menu.
Uses 5 chemicals.


===Abilities Available via Evolution Menu===
===Abilities Available via Evolution Menu===
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====Augmented Eyesight====
====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.
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. While it's inactive, it will instead protect you from flashes and bright lights, such as welders. This cannot be detected by normal means.
Costs 2 evolution points and uses no chemicals.
Costs 2 evolution points and uses no chemicals.
====Swap Forms====
The changeling transfers its consciousness and powers into another human's body. It requires an aggressive grab and a few seconds to achieve, and is fairly noticeable. The victim will be placed in the changeling's old body.
Costs 1 evolution point and uses 40 chemicals.


====Digital Camouflage====
====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.
Makes the changeling invisible to the AI, and prevents the AI from tracking the changeling's location while active, but makes you look strange when examined.


Costs 1 evolution point and uses no chemicals.
Costs 1 evolution point and uses no chemicals.
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====Fleshmend====
====Fleshmend====
Unlike Regenerative Stasis, the changeling will rapidly heal itself without the need to go into stasis.
The changeling will rapidly heal brute, burn and oxygen damage over 10 seconds. Can more than once in a row, but with reduced effectiveness. Usable while unconscious.


Costs 2 evolution points and uses 25 chemicals.
Costs 2 evolution points and uses 25 chemicals.


====Last Chance====
====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.
For when you are well and truly fucked. Creates a small silent explosion, gibs your current body, and spawns a headcrab -- a creature that can infects corpses to plan a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.


Costs 1 evolution point and uses 20 chemicals.
Costs 1 evolution point and uses 20 chemicals.
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Allows the changeling to form their voice of a name they enter.
Allows the changeling to form their voice of a name they enter.


Costs 1 evolution point and halts chemical generation while active.
Costs 1 evolution point and slows chemical generation while active.


====Arm Blade====
====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 doors (powered ones will take longer).
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 doors when on harm intent (powered ones will take longer).


All form-altering mutations cause a form of genetic damage, preventing the changeling from changing shape for a time after their deactivation.
All form-altering mutations cause a form of genetic damage, preventing the changeling from changing shape for a time after their deactivation.
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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.
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.
Costs 1 evolution point and 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 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. Can also remove alien larvas. Usable while unconscious.


Costs 1 evolution point and uses 20 chemicals.
Costs 1 evolution point and uses 20 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, while overloading cyborg sensors. Good for escaping groups or preventing people from fleeing from you.


Costs 1 evolution point and uses 20 chemicals.
Costs 1 evolution point and uses 20 chemicals.


====Dissonant Shriek====
====Dissonant Shriek====
The changeling emits an EMP, which disables technology in the surrounding area, including radio headsets. Good for escaping [[borg]]s.
The changeling emits an EMP, which disables technology in the surrounding area, including radio headsets. Good for escaping [[borg]]s and preventing people from shouting over the radio.


Costs 1 evolution point and uses 20 chemicals.
Costs 1 evolution point and uses 20 chemicals.


====Spread Infestation====
====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!
Two spiderlings crawl out of the changeling's mouth, eventually growing into deadly beasts. They will attack the changeling as well, if they see it. IMPORTANT: You need at least 5 DNA absorptions or stings to gain enough power to use this late-game ability!


Costs 1 evolution point and uses 45 chemicals.
Costs 1 evolution point and uses 45 chemicals.


====Strained Muscles====
====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.
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, if he doesn't take a rest.


Costs 1 evolution point and uses no chemicals.
Costs 1 evolution point and uses no chemicals.


====Transformation Sting====
====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.
The changeling injects a retrovirus that forces their human victim to transform into another. When extracting the sting the changeling can choose which of the DNAs in storage it wishes to use. They'll also carry over genetic powers and disabilites. Damages the changeling's genomes when being used, requiring it to wait before reusing it.


Costs 3 evolution points and uses 40 chemicals.
Costs 3 evolution points and 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 about thirty seconds. Does not provide a warning to a victim that they've been stung, until they try to speak and can't.


Costs 2 evolution points and uses 20 chemicals.
Costs 2 evolution points and uses 20 chemicals.


====Blind Sting====
====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.
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.
 
Costs 1 evolution point and uses 25 chemicals.
Costs 1 evolution point and uses 25 chemicals.


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====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, since they are insulated from the ambient warmth. Can be countered with space heaters, coffee, and other warming objects and foods.


Costs 2 evolution points and uses 15 chemicals.
Costs 2 evolution points and uses 15 chemicals.


====False Armblade Sting====
====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.
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, and will last for about a minute.


Costs 1 evolution point and uses 20 chemicals.
Costs 1 evolution point and uses 20 chemicals.
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