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==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. 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 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=== ---- ====Reviving Stasis==== 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. The revival is manually activated so you can wait for oppurtunity Uses 15 chemicals. ====Regenerate==== A free evolution. The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound. Uses 10 chemicals. ====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==== 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. ====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. ====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==== Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason. 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. ===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. 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. ====Biodegrade==== Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets. Costs 2 evolution points and uses 30 chemicals. ====Chameleon Skin==== Our skin pigmentation rapidly changes to suit our current environment. Allows us to become invisible after a few seconds of standing still. Can be toggled on and off. Costs 2 evolution points and uses 25 chemicals. ====Digital Camouflage==== Makes the changeling invisible to the AI, and prevents the AI from tracking the changeling's location while active, but makes when examined by others you will be "moving your body in an unnatural and blatantly inhuman manner". Costs 1 evolution point and uses no chemicals. ====Adrenaline Sacs==== Allows to the changeling to make use of additional adrenaline to instantly recover from all forms of [[Status_Effects#Disables|stuns]] and other inhibiting [[Status_Effects|status effects]]. This also injects 10u [[Guide_to_chemistry#Changeling_Adrenaline|Changeling Adrenaline]] and 2u [[Guide_to_chemistry#Changeling_Haste|Changeling Haste]], which together gives about 4 seconds of extreme speed and about 50 seconds of slight reduction of further stuns. These chems will deal 4 toxin damage per use and can deal further toxin damage if overdosed by using the ability more than 3 times in quick succession. High chemical cost. Costs 2 evolution points and uses 30 chemicals. ====Fleshmend==== The changeling will rapidly heal brute and oxygen damage, as well as burn at a slower rate over 10 seconds. Repeated use while the effect is added will restart the regeneration timer, but the user will still heal at the same rate. Cannot be used while burning, but usable while unconscious. Costs 2 evolution points and uses 25 chemicals. ====Last Resort==== For when you are well and truly fucked. Creates a small silent explosion, gibs your current body, and spawns a headslug-- a creature that can infects corpses to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br> '''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''' 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 slows 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 doors when on harm intent (powered ones will take longer). Costs 2 evolution points and uses 20 chemicals. ====Tentacle==== Reforms one of the changeling's arms into a tentacle. This tentacle can be fired towards a target, with different effects depending on your intent. If it hits something, the tentacle is used up; otherwise, it can be reused after a short cooldown. * '''Targeting an item:''' Grabs the item and throws it in your hand. * '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect. * '''Disarm intent:''' If the mob has any item in hand, that item will be pulled away and put into the changeling's hand, otherwise it has no effect. * '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands. * '''Harm intent:''' Grabs the mob and pulls it towards the changeling. If the changeling is also holding a sharp weapon, it'll automatically stab the mob on landing, ignoring armor. Costs 2 evolution points and uses 10 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. While it's active, you'll also regenerate oxygen damage quickly enough to not need air. 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 1 evolution point and uses 20 chemicals. ====Anatomic Panacea==== 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 larvae. Usable while unconscious. Do not use if you are a slimeperson. Costs 1 evolution point and uses 20 chemicals. ====Pheromone Receptors==== A toggled ability that gives a HUD icon when another changeling is in a rather large area around you. If you get closer, the icon will turn into an arrow pointing at the nearest changeling, and if you're very close the icon will become a black diamond. Slows chemical regeneration while active. Invaluable for the "absorb another changeling" objective. Costs 2 evolution points and uses no 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, while overloading cyborg sensors. 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 and preventing people from shouting over the radio. Costs 1 evolution point and uses 20 chemicals. ====Spread Infestation==== 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 3 DNA absorptions (NOT "Extract DNA" Stings) to unlock 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, if he doesn't take a rest. Costs 1 evolution point and uses no chemicals. ====Transformation Sting==== 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. Costs 3 evolution points and uses 50 chemicals. ====Mute Sting==== 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. ====Blind Sting==== 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. ====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, 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. ====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, and will last for about a minute. Costs 1 evolution point and uses 20 chemicals.
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