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(→Shadowling Abilities: adds icons part 2) |
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While a hatched shadowling is powerful, and much better equipped to hunt for thralls than an assistant, shadowlings are also obvious after hatching. For this reason, young shadowlings who are not yet sure of their abilities often delay hatching to avoid alerting the crew. | While a hatched shadowling is powerful, and much better equipped to hunt for thralls than an assistant, shadowlings are also obvious after hatching. For this reason, young shadowlings who are not yet sure of their abilities often delay hatching to avoid alerting the crew. | ||
|- | |- | ||
![[File:LesserGlare.png|64px]]Glare | ![[File:LesserGlare.png|64px]] | ||
Glare | |||
|Hatch required | |Hatch required | ||
| 30 seconds | | 30 seconds | ||
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Glare's targeting relies on a selection menu if there's more than one possible target, so if there's more than one enemy or even an ally in line of sight it's ''kind of useless'' if you're in a rush - which you always are when you're trying to stun someone. Get another stun method and make this a last resort. | Glare's targeting relies on a selection menu if there's more than one possible target, so if there's more than one enemy or even an ally in line of sight it's ''kind of useless'' if you're in a rush - which you always are when you're trying to stun someone. Get another stun method and make this a last resort. | ||
|- | |- | ||
![[File:Veil.png|64px]]Veil | ![[File:Veil.png|64px]] | ||
Veil | |||
|Hatch required | |Hatch required | ||
|12 seconds | |12 seconds | ||
|The shadowling's basic defensive ability, Veil instantly puts out nearly all light sources, mobile or otherwise, near the shadowling. Electronic lights such as flashlights, PDA's, gunlights, and light fixtures can be repaired simply by reactivating them, where consoles can be repaired by disconnecting and reconnecting the screen. Glowshrooms turn into shadowshrooms when exposed to this effect. Lights based in fire or bioluminescence are often resilient enough to be unaffected. | |The shadowling's basic defensive ability, Veil instantly puts out nearly all light sources, mobile or otherwise, near the shadowling. Electronic lights such as flashlights, PDA's, gunlights, and light fixtures can be repaired simply by reactivating them, where consoles can be repaired by disconnecting and reconnecting the screen. Glowshrooms turn into shadowshrooms when exposed to this effect. Lights based in fire or bioluminescence are often resilient enough to be unaffected. | ||
|- | |- | ||
![[File:IcyVeins.png|64px]]Icy Veins | ![[File:IcyVeins.png|64px]] | ||
Icy Veins | |||
|Hatch required | |Hatch required | ||
|1 minute | |1 minute | ||
|Icy Veins is a formidable crowd control ability. Everyone within a short range will instantly have their body temperature reduced to freezing while receiving 5u of [[Frost Oil (Chemical)|Frost Oil]] and Shadowfrost, similar to a cryogenic sting. Targets will also be briefly stunned. | |Icy Veins is a formidable crowd control ability. Everyone within a short range will instantly have their body temperature reduced to freezing while receiving 5u of [[Frost Oil (Chemical)|Frost Oil]] and Shadowfrost, similar to a cryogenic sting. Targets will also be briefly stunned. | ||
|- | |- | ||
![[File:Jaunt.png|64px]]Void Jaunt | ![[File:Jaunt.png|64px]] | ||
Void Jaunt | |||
|Hatch required | |Hatch required | ||
|1 minute 20 seconds | |1 minute 20 seconds | ||
|A weakened version of Ethereal Jaunt that costs stamina while jaunting. They can move through well-lit areas like this, but at a extremely steep stamina cost. Good for hopping between maints or dodging out of a hairy fight. '''Cannot be used while on fire.''' | |A weakened version of Ethereal Jaunt that costs stamina while jaunting. They can move through well-lit areas like this, but at a extremely steep stamina cost. Good for hopping between maints or dodging out of a hairy fight. '''Cannot be used while on fire.''' | ||
|- | |- | ||
![[File:CollectiveMind.png|64px]]Collective Mind | ![[File:CollectiveMind.png|64px]] | ||
Collective Mind | |||
|Hatch required | |Hatch required | ||
|10 seconds | |10 seconds | ||
|To access some abilities, a shadowling must draw on its thralls for power. Using this ability, shadowlings can send out mental "hooks" that latch onto the minds of their thralls, granting the shadowling a count of his thralls, and unlocking any abilities which the number of thralls now allows. | |To access some abilities, a shadowling must draw on its thralls for power. Using this ability, shadowlings can send out mental "hooks" that latch onto the minds of their thralls, granting the shadowling a count of his thralls, and unlocking any abilities which the number of thralls now allows. | ||
|- | |- | ||
![[File:BlindnessSmoke.png|64px]]Blindness Smoke | ![[File:BlindnessSmoke.png|64px]] | ||
Blindness Smoke | |||
|Hatch required + 3 Thralls | |Hatch required + 3 Thralls | ||
|1 minute | |1 minute | ||
|By regurgitating a cloud of black smoke, shadowlings can disorient pursuers. This smoke will induce blindness in and stun non-shadowlings, but heal shadowlings and thralls as well as block light. | |By regurgitating a cloud of black smoke, shadowlings can disorient pursuers. This smoke will induce blindness in and stun non-shadowlings, but heal shadowlings and thralls as well as block light. | ||
|- | |- | ||
![[File:Darksight.png|64px]]Dark Acceleration | ![[File:Darksight.png|64px]] | ||
Dark Acceleration | |||
| Hatch required + 5 Thralls | | Hatch required + 5 Thralls | ||
|1 minute | |1 minute | ||
|A shadowling can 'empower' a living thrall. After a short time, the thrall's abilities will become stronger and they will resemble a shadowperson with three eyes. They will then have the same light sensitivity of normal shadowlings, albeit at a lesser rate. In addition, thralls cannot be dethralled while conscious if in this position. Use this to make stronger thralls of those that you intend to keep at your side for defense - the light sensitivity is a dire weakness for most others. | |A shadowling can 'empower' a living thrall. After a short time, the thrall's abilities will become stronger and they will resemble a shadowperson with three eyes. They will then have the same light sensitivity of normal shadowlings, albeit at a lesser rate. In addition, thralls cannot be dethralled while conscious if in this position. Use this to make stronger thralls of those that you intend to keep at your side for defense - the light sensitivity is a dire weakness for most others. | ||
|- | |- | ||
![[File:Screech.png|64px]]Sonic Screech | ![[File:Screech.png|64px]] | ||
Sonic Screech | |||
|Hatch required + 7 Thralls | |Hatch required + 7 Thralls | ||
|30 seconds | |30 seconds | ||
|The shadowling can let out a piercing screech. This will confuse and deafen nearby humans, damage windows and light fixtures, and stun silicons. | |The shadowling can let out a piercing screech. This will confuse and deafen nearby humans, damage windows and light fixtures, and stun silicons. | ||
|- | |- | ||
![[File:NullCharge.png|64px]]Null Charge | ![[File:NullCharge.png|64px]] | ||
Null Charge | |||
|Hatch required + 7 Thralls | |Hatch required + 7 Thralls | ||
| 60 seconds | | 60 seconds | ||
|The shadowling can drain the power from an APC and prevent it from recharging until serviced. Require to stand still for 15 seconds next to the APC. | |The shadowling can drain the power from an APC and prevent it from recharging until serviced. Require to stand still for 15 seconds next to the APC. | ||
|- | |- | ||
![[File:BlackRecuperation.png|64px]]Black Recuperation | ![[File:BlackRecuperation.png|64px]] | ||
Black Recuperation | |||
| Hatch required + 9 Thralls | | Hatch required + 9 Thralls | ||
|1 minute | |1 minute | ||
|With this ability, a shadowling can revive a fallen thrall, healing them of damage completely after a short time. It will also cure diseases, genetic defects, and remove handcuffs the target may be wearing. | |With this ability, a shadowling can revive a fallen thrall, healing them of damage completely after a short time. It will also cure diseases, genetic defects, and remove handcuffs the target may be wearing. | ||
|- | |- | ||
![[File:Ascendance.png|64px]]Ascendance | ![[File:Ascendance.png|64px]] | ||
Ascendance | |||
|Hatch required + 15 Thralls | |Hatch required + 15 Thralls | ||
|N/A | |N/A | ||
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! colspan="4" |Below is a list of abilities ascendant shadowlings are known to have used. | ! colspan="4" |Below is a list of abilities ascendant shadowlings are known to have used. | ||
|- | |- | ||
![[File:Annihilate.png|64px]]Annihilate | ![[File:Annihilate.png|64px]] | ||
Annihilate | |||
| Ascendant only | | Ascendant only | ||
|At will | |At will | ||
|Ascendants, with extremely high telekinetic abilities, can easily cause someone's entire body to explode simply by directing a lance of mental energy at them. | |Ascendants, with extremely high telekinetic abilities, can easily cause someone's entire body to explode simply by directing a lance of mental energy at them. | ||
|- | |- | ||
![[File:Enthrall.png|64px]]Hypnosis | ![[File:Enthrall.png|64px]] | ||
Hypnosis | |||
|Ascendant only | |Ascendant only | ||
|At will | |At will | ||
|Ascendants can enthrall from a range and with extremely increased speed. Basically, it's a ranged and instant version of enthrall. | |Ascendants can enthrall from a range and with extremely increased speed. Basically, it's a ranged and instant version of enthrall. | ||
|- | |- | ||
![[File:Jaunt.png|64px]]Plane Shift | ![[File:Jaunt.png|64px]] | ||
Plane Shift | |||
|Ascendant only | |Ascendant only | ||
|Toggleable | |Toggleable | ||
|An upgraded version of Void Jaunt, ascendants can simply enter the space between worlds at will at no cost. They use them as passageways, able to move from place to place extremely quickly. | |An upgraded version of Void Jaunt, ascendants can simply enter the space between worlds at will at no cost. They use them as passageways, able to move from place to place extremely quickly. | ||
|- | |- | ||
![[File:LightningStorm.png|64px]]Lightning Storm | ![[File:LightningStorm.png|64px]] | ||
Lightning Storm | |||
| Ascendant only | | Ascendant only | ||
|10 seconds | |10 seconds | ||
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! style="background-color:#DDAADD;" width="450px" |Description | ! style="background-color:#DDAADD;" width="450px" |Description | ||
|- | |- | ||
![[File:Darksight.png|64px]]Darksight | ![[File:Darksight.png|64px]] | ||
Darksight | |||
|At will | |At will | ||
|As a result of being enthralled, humans will gain the ability to see in the dark. Darksight allows thralls to toggle between standard vision and complete sight in darkness. However, this ability will not work while wearing glasses of any type. | |As a result of being enthralled, humans will gain the ability to see in the dark. Darksight allows thralls to toggle between standard vision and complete sight in darkness. However, this ability will not work while wearing glasses of any type. | ||
|- | |- | ||
![[File:LesserGlare.png|64px]]Lesser Glare | ![[File:LesserGlare.png|64px]] | ||
Lesser Glare | |||
|45 seconds | |45 seconds | ||
|Lesser Glare is an ineffectual yet powerful ability. Inheriting only a fraction of the shadowling's original power, thralls are able to mesmerize people in much the same way a shadowling can - however, it only lasts for around four to five seconds, give or take. If you're fast or robust, this can be combined with cablecuffs and a quick removal of a headset to secure a new thralling target. It's also a good way to escape an arrest. | |Lesser Glare is an ineffectual yet powerful ability. Inheriting only a fraction of the shadowling's original power, thralls are able to mesmerize people in much the same way a shadowling can - however, it only lasts for around four to five seconds, give or take. If you're fast or robust, this can be combined with cablecuffs and a quick removal of a headset to secure a new thralling target. It's also a good way to escape an arrest. | ||
|- | |- | ||
![[File:ShadowWalk.png|64px]]Guise | ![[File:ShadowWalk.png|64px]] | ||
Guise | |||
|2 minutes | |2 minutes | ||
|Guise is a lesser version of Void Jaunt. Unlike Void Jaunt , you do not gain incorporeal movement, and are still restricted to the physical plane. In addition, you do not turn completely invisible - rather, you are extremely difficult to see, especially in darkness. Anyone that isn't looking directly at you will only see a blurred shape. This ability lasts for around five seconds. | |Guise is a lesser version of Void Jaunt. Unlike Void Jaunt , you do not gain incorporeal movement, and are still restricted to the physical plane. In addition, you do not turn completely invisible - rather, you are extremely difficult to see, especially in darkness. Anyone that isn't looking directly at you will only see a blurred shape. This ability lasts for around five seconds. |
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