Changeling: Difference between revisions

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485 bytes added ,  08:32, 21 February 2015
m
Moved point costs from headers. Ugly.
imported>Riley
(Updated power listing with missing powers, their effects, and updated evolution costs)
imported>Riley
m (Moved point costs from headers. Ugly.)
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===Abilities Available via Evolution Menu===
===Abilities Available via Evolution Menu===
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====Augmented Eyesight (2)====
====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.
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.
Uses no chemicals.
Costs 2 evolution points and uses no chemicals.


====Digital Camouflage (1)====
====Digital Camouflage====
Prevents the AI from tracking the changeling's location while active, but makes you look strange on examine.
Prevents the AI from tracking the changeling's location while active, but makes you look strange on examine.


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


====Epinephrine Overdose (2)====
====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.


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


====Fleshmend (2)====
====Fleshmend====
Unlike Regenerative Stasis, the changeling will rapidly heal itself without the need to go into stasis.
Unlike Regenerative Stasis, the changeling will rapidly heal itself without the need to go into stasis.


Uses 30 chemicals.
Costs 2 evolution points and uses 30 chemicals.


====Engorged Chemical Glands (2)====
====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 (1)====
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.
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.
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.


====Mimic Voice (1)====
====Mimic Voice====
Allows the changeling to form their voice of a name they enter.
Allows the changeling to form their voice of a name they enter.


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


====Arm Blade (2)====
====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.
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.
All form-altering mutations cause a form of genetic damage, preventing the changeling from changing shape for a time after their deactivation.


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


====Organic Shield (1)====
====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.
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.


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


====Organic Space Suit (2)====
====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.
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.


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


====Chitinous Armor (2)====
====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.
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.


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


====Anatomic Panacea (1)====
====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.


Uses 25 chemicals.
Costs 1 evolution point and uses 25 chemicals.


====Resonant Shriek (1)====
====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.


Uses 25 chemicals.
Costs 1 evolution point and uses 25 chemicals.


====Dissonant Shriek (1)====
====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.


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


====Spread Infestation====
====Spread Infestation====
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Uses 50 chemicals.
Uses 50 chemicals.


====Strained Muscles (1)====
====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. Attempting to run while exhausted will result in gradual health damage, though never to an outright lethal capacity.


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


====Transformation Sting (2)====
====Transformation Sting====
The changeling injects a retrovirus that forces their human victim to transform into another.
The changeling injects a retrovirus that forces their human victim to transform into another.


Uses 40 chemicals.
Costs 2 evolution points and uses 40 chemicals.


====Mute Sting (2)====
====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.


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


====Blind Sting (1)====
====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. May be used while under the effects of Lesser Form.


Uses 25 chemicals.
Costs 1 evolution point and uses 25 chemicals.


====Hallucination Sting (1)====
====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.


Uses 5 chemicals.
Costs 1 evolution point and uses 5 chemicals.


====Cryogenic Sting (2)====
====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.


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




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