* [[:games:sc13|Return to the SC13 Main Page]] * [[:games:sc13:crew_positions|Return to the SC13 Crew Positions Page]] ====== Changeling ====== Changeling 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: "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermind, everything's OK. Go back to work." 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. Contents [hide] 1 The Thing From Spaaaaaaaace! 2 Ok, now what do? 2.1 DNA Absorption 2.2 "No, I'm the real one!" 2.3 Transforming 2.4 Regeneration 2.5 Objective 2.6 Team Objective 2.7 Going Solo or Teaming Up 3 Changeling Abilities 3.1 Starting Set 3.1.1 Reviving Stasis 3.1.2 Regenerate 3.1.3 Transform 3.1.4 Hive Channel 3.1.5 Hive Absorb 3.1.6 Extract DNA Sting 3.1.7 Absorb DNA 3.1.8 Hivemind Link 3.2 Abilities Available via Evolution Menu 3.2.1 Augmented Eyesight 3.2.2 Digital Camouflage 3.2.3 Adrenaline Sacs 3.2.4 Fleshmend 3.2.5 Last Resort 3.2.6 Lesser Form 3.2.7 Mimic Voice 3.2.8 Arm Blade 3.2.9 Tentacle 3.2.10 Organic Shield 3.2.11 Organic Space Suit 3.2.12 Chitinous Armor 3.2.13 Anatomic Panacea 3.2.14 Resonant Shriek 3.2.15 Dissonant Shriek 3.2.16 Spread Infestation 3.2.17 Strained Muscles 3.2.18 Transformation Sting 3.2.19 Mute Sting 3.2.20 Blind Sting 3.2.21 Hallucination Sting 3.2.22 Cryogenic Sting 3.2.23 False Armblade Sting 4 Tips 4.1 Tips for Fighting Against Changelings 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: Learn about your available abilities Use them to absorb people ??? Your goals: Absorb 5-7 DNA's ??? 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. Transforming 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. 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. Can be used while dead. 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. 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. 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 when examined. 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 The changeling will rapidly heal brute, burn and oxygen damage over 10 seconds. Can be used more than once in a row, but with reduced effectiveness. 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. 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 automatucally 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 larvas. Usable while unconscious. 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, 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 borgs 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 5 DNA absorptions or stings 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, 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. 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. 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 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 very 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. 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. 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 Changelings do not need heads, and brains are therefore vestigial. Don't debrain a changeling while the body walks out of the door behind you. 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 heat tampering 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. Unless they use internals. Never fight a Changeling alone if you can help it. Unless they're hilariously unrobust, chances are they will almost always win a melee confrontation. The best tactic is to get a buddy to stun the changeling while you handcuff/beat it to death and take it to be gibbed/cremated. Changeling flesh clothing is completely cosmetic/non-functional and cannot be removed. If during a strip-search you can't remove an article of clothing from a person, chances are they're a Changeling unless they're cursed in some way. ----- EXTRATERRESTRIAL STAFF Changeling Changeling Access: Any place you or your victims had access to. Qualifications: Not defined Employers: Not defined Supervisors: Your future victim. Duties: Complete their (your) objectives. Guides: This is that guide for all of your Changeling related needs. Contents 1 OOC Foreword 2 Objectives and Mechanics 2.1 DNA Absorbtion 2.2 Shifting 2.3 Regeneration 2.4 Hivemind 2.4.1 Internal Hivemind 3 Other Abilities 4 Morphs A Changeling is an intelligent alien creature that is able to shapeshift into any biological species (found on station). The main weapons of the Changeling are its ability to internally synthesize dangerous chemicals and blend in with the general populace. You will notice that many of these abilities (which can be found here) revolve around stealth. Stealth and subterfuge are vital skills to culture as a Changeling, or at least a Changeling that plans to thrive. Luring members of the crew into secluded, quiet spaces in order to incapacitate and absorb them will be the bread and butter of your tactics. Finding ways to keep the body from being found will also go a long way in ensuring your survival. Investing in Morphs later in the round may be beneficial as well. The Changeling can assume the appearance and voice of anyone it has already absorbed, and is capable of switching between these identities on the fly. It is worth mentioning, however, that shifting into a different species takes time to accomplish, therefore it is easier to swap faces across the same species. Extended skillset - You aren't held to conventional standards on skills. OOC Foreword Like all antagonists outside of admin-run events, Changelings are not canon; they do not exist outside of the round that they are featured in, thus there is no information about them. Objectives and Mechanics Changelings can communicate with one another using ",g" before their speech. Ultimately a Changeling's goal is to absorb genomes and maintain secrecy as to their true nature. Besides this they are free to spice up the round any way they see fit. Certain gamemodes featuring Changelings may include multiple Changelings. All of their objectives may vary on an individual basis, but what's important to point out is that they can all communicate with each other freely by way of Hivemind. Lastly, Changelings are not obligated in any way to assist each other, in fact they can work against each other if they really want. After all, the goal of the Changeling is to absorb genomes, and other Changelings happen to have plenty of those. It's worth noting that other Changelings are immune to being stung. DNA Absorbtion In order to obtain genomes a Changeling will look to direct DNA absorption, which usually involves sticking a gross proboscis into an incapacitated member of the crew and doing whatever wacky space magic is needed to empty their insides and eat their genes. Doing so requires at least a neck grab, then using the Absorb DNA verb (which can either be typed or clicked on in a special tab). The amount of genomes you acquire depends on the following: Absorbing a victim (dead or alive) will fill your chemical storage, and gives you two evolution points. Absorbing another changeling steals all of their genomes. Absorbing victims who have been husked via burns will not add to your total genome count. Please note that absorbing players who are disconnected or otherwise AFK is not allowed. Stinging someone and absorbing them with little to no roleplay is looked down upon as well. The purpose of all antagonists is to spice up the round for everyone, and interacting with individual players is what you should concern yourself with the most as a Changeling. Shifting Absorbing someone allows you to assume their appearance and voice, and perhaps their identity all together if you choose to wear their clothes and ID. Shifting your appearance and voice is done seamlessly provided the target you are assuming is the same species as the one you are currently assuming, otherwise you will have to wait a bit. For obvious reasons, you won't be very convincing if you change identities right in front of someone else, and wearing an ID that doesn't match the face will be sure to raise many eyebrows. Note that while the voice does change, the accent does not! Make sure you use the ability dedicated to changing your accent! 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 will revive, fully healed of all ailments. This makes them nigh-unkillable as they can fully regenerate themselves - even from death - if their bodies are intact. Spaced Changelings will also eventually make it back on station given enough time. The only way to permanently kill one is to completely destroy the body. Hivemind Hivemind is a "language" that all Changelings spawn with, accessible by prefacing your speech with ,g (or replace the comma with your preferred language key), in order to privately speak with any other Changeling. Your assumed identity it not revealed while speaking over Hivemind, but you will be known by a specific callsign throughout the round to at least identify who is who. Hivemind can also be used to transmit and receive DNA data (not genomes!) to and from other Changelings to allow you to assume more identities. This process is not automatic, so no one is obligated to provide an appearance for you. Internal Hivemind Somewhat similar to the Global Hivemind is the Internal Hivemind, your own personal cache of absorbed personalities to commune with. No one else but you can speak to them. Speaking to those you have absorbed is done by using the Hivemind Commune verb, and the victims can respond by talking normally. Ideally the victims of this Hivemind will guide you in how to behave as them so that you will appear convincing, but they can also be used to create Morphs, gross blobs that can act independently to further your goals. Lastly, if someone is being rowdy or annoying, you can always eject them forcefully, which will ghost them. Other Abilities The Changeling possesses other dangerous abilities. Their stored chemicals regenerate quickly when reserves run low, but slow as they reach their storage limit. Changelings start with 5 evolution points. All abilities listed below are in order of their cost. Mimic Voice: Costs 1 evolution point. Allows you to sound like whatever name you type in (which can be anything, interestingly enough). Make sure to change your accent as well! Constantly expends chemicals while in use. Deaf Sting: Costs 1 evolution point. Anyone stung by this will become deaf, unable to hear anyone or anything for a short period of time. They can, of course, still speak. Note that this provides a very obvious message. Digital Camouflage: Costs 1 evolution point. Prevents the AI from tracking you automatically via cameras. Note that you will appear strange to anyone examining you. Constantly expends chemicals while in use. Lesser Form: Costs 2 evolution points. 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 the Transform verb. Hivemind Release Morph: Costs 2 evolution points. Sacrifice an arm or a leg to eject a member of your Internal Hivemind into the wild to do your bidding. Note that they are unable to communicate with you over Hivemind any longer once they are released as a Morph. Boost Range: Costs 2 evolution points. Allows the Changeling to sting victims at range via darts. Whether or not someone sees these darts being launched depends on the ability it's used with. It also requires time to actually launch. Blind Sting: Costs 2 evolution points. Anyone stung by this will become blind for a short period of time. Note that this provides a very obvious message. Silence Sting: Costs 3 evolution points. Anyone stung by this will be unable to speak more than a whisper for a short period of time, rendering them unable to call for help outside of keeping a hot radio on them. Transformation Sting: Costs 3 evolution points. Anyone stung by this will be transformed into an absorbed identity of your choosing, allowing you to fool others into thinking that your victim is a Changeling, in case your nature is found out. Hallucination Sting: Costs 3 evolution points. Anyone stung by this will begin to violently hallucinate after some time, allowing you to sow chaos and perhaps distract others' attention from yourself. Adrenaline Sacs: Costs 3 evolution points. Using this ability will wake you up from stuns, paralysis, and weakness while also dosing you on Hyperzine, Oxycomorphine, and Synaptizine. Mutate Shield: Costs 3 evolution points. Morphs and effectively occupies one of your hands to become a shield, which will allow you to block many attacks and projectiles. Mutate Armblades: Costs 4 evolution points. Morphs and effectively occupies one of your hands to become a sword, which allows you to possess a weapon at all times outside of being delimbed. Rapid Chemical Synthesis: Costs 4 evolution points. More than doubles the rate at which you can synthesize chemicals. This is a passive ability. Engorged Chemical Glands: Costs 4 evolution points. Increases your capacity to store chemicals by 50 units. This is a passive ability. Rapid Regeneration: Costs 7 evolution points. Allows you to heal damage while on the move, reducing the need to crutch on regenerative stasis. Paralysis Sting: Costs 8 evolution points. Anyone stung by this will soon be paralyzed, unable to do anything. Note that this provides a very obvious message. Death Sting: Costs 10 evolution points. Anyone stung by this will get injected with 5u of Cyanide, which will rapidly deplete the victim's oxygen and damage their heart. Their survival is unlikely without quick intervention. Note that this provides a very obvious message. Horror Form: Costs 15 evolution points. Using this ability will turn you into a shambling abomination for ten minutes, making your attacks incredibly strong and defending you against most conventional attacks. Don't be surprised if all of security shows up to combat you in this state. Morphs Morph.gif Morphs are gross red organisms born from a Changeling's limbs that can be controlled by members of the Internal Hivemind (your victims) to do your bidding. They are capable of crawling through vents and are able to eat objects in order to assume their appearance. These abilities can be used to spy on members of the crew around the station (note that they are unable to communicate over Hivenet). They can also fight if push really comes to shove. Their true purpose, however, is to create gore nests for the Changeling that spawned them, grotesque areas made of creeping, bloody floors and nests for victims that a Changeling can use to their advantage. Morphs are able to heal while on gore turfs. Gore turfs also slow down anything that is not a Changeling or a Morph.