Difference between revisions of "Changeling"
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A changeling is most vulnerable when they're caught in the middle of feeding. They will be sitting still, and probably just expanded both of their most useful attacks on whomever they're digesting, meaning you can get in some hits before they're able to start spitting and stinging again. If they run off, think carefully before immediately changing them. Their victim (if still alive) is going to be unconscious for a long time and unable to help you, so if the Changeling turns the tables on you, you've merely given him another meal. | A changeling is most vulnerable when they're caught in the middle of feeding. They will be sitting still, and probably just expanded both of their most useful attacks on whomever they're digesting, meaning you can get in some hits before they're able to start spitting and stinging again. If they run off, think carefully before immediately changing them. Their victim (if still alive) is going to be unconscious for a long time and unable to help you, so if the Changeling turns the tables on you, you've merely given him another meal. | ||
Abominations are far tougher to deal with, setting them on fire will help immensely as it stops them from being healed, but is not always an option. | |||
==Supplementary Video== | ==Supplementary Video== |
Revision as of 18:20, 28 November 2013
A shapeshifting monster that sucks the fluids out of people in order to take on their appearance. They are always tasked with absorbing a certain number of humans (usually ten, unless the station's population is too low for ten to be feasible) and then escaping on the shuttle.
Mechanics
The changeling role is randomly assigned to 1 or more players at the beginning of a round. The changeling usually looks just like a regular crewman. If it manages to get a human in a stranglehold, it can stab them with a proboscis and suck out all of their fluids, incorporating their DNA into itself and leaving nothing but a dried out husk. The changeling is capable of instantly taking on the appearance of any of the people it has absorbed, and has a number of powers it can use. Some of these powers use up DNA points. The changeling gets 10 points for every human it eats. Changelings also do not need to breathe and are immune to the freezing effects of space.
If you catch a changeling in the middle of a meal, it's obvious what it is. At all other times it is indistinguishable from normal humans, unless you can get a sample of its blood. Changeling blood reacts violently to direct heat, so take your sample and use a welder on it a few times. It will be obvious if it reacts.
For additional help and strategy, look at the Guide to Changeling
Powers
Transform
Allows the changeling to select the appearance of any of its victims and change to it immediately.
Lesser Form
The changeling turns into a monkey. In this form the changeling's powers are quite limited, but it is useful for making a quick escape. This also destroys the changeling's current Identity, since whatever identity they were using when they changed will be replaced with the monkey in their transform list. If they hadn't absorbed anyone yet, they will be stuck in this form permanently, as they cannot achieve the stranglehold necessary for absorption while they are a monkey. Handcuffs will also be removed when changing to monkey form, so it's useful to escape from security.
Acid Spit
Launches a bright green acid wad at a person. If it makes contact, they're instantly knocked unconscious for a short time.
Neurotoxin Sting
Injects an adjacent human with a large amount of dangerous chemicals which, after a short delay, will knock them unconscious for a long time and give them severe brain damage. Completely stealthy, giving no indication that the target has been stung. They receive an indication just before they go down, but it's usually too late by this point. Still, use with caution, as they may be able to shout for help if they catch on quickly. If coupled with acid spit, however, you are nearly guaranteed a silent kill.
Hallucinogenic Sting
Same as the Neurotoxin sting, but it injects them with powerful hallucinogens instead. They'll start seeing things and stumbling around, but they remain conscious and active so this is not nearly as useful. Still, if you're waiting for your spit and Neurotoxin to recharge, it's better than nothing.
Absorb DNA
Starts the DNA absorbing process.
Regenerative Stasis
The changeling appears to die, but in reality it is slowly repairing damage to itself, and will get up unharmed and active if left alone. Costs a little DNA.
Mimic Voice
Allows the changeling to speak with the voice of anyone, even those it hasn't absorbed. You can even use it to sound like someone who doesn't actually exist. It is very handy (albeit not often used) as you can very easily throw the crew off your trail with a fake announcement.
Horror Form
The Changeling turns into a Shambling Abomination. Doesn't cost DNA, but requires that you have a certain amount stored up.
Headspider
Passively activates on death if the changeling's body isn't destroyed and it has a small amount of DNA. Releases a small spider that will implant itself in the nearest human. If the human is not killed or given an operation quickly, the spider will take control of their body and the changeling will live again. It is quite buggy, however, so don't rely on this saving you if you die.
Shambling Abomination
When a changeling who has already absorbed several humans is threatened or exposed, they can resort to entering Horror Form. They become an enormous monster with a host of deadly powers, some of which require DNA, and retain their usual abilities such as Toxic Spit. It is still capable of using human weapons and equipment. The downsides are their inability to wear clothes other than hats and backpacks, the complete abandonment of stealth that it requires, the decrease in movement speed, and that maintaining Horror Form burns up your DNA stockpile. The AI and cyborgs are free to murder you as a blatant non-human. But who cares? You're a monstrous killing machine!
Regeneration and Stun Resistance
In Horror Form, changelings constantly heal their wounds - as long as they aren't on fire, that is. The abominations are also completely immune to stuns.
Increased Strength
Abominations are incredibly strong and its punches will do a large amount of damage to people and cyborgs, and can smack them across the room. It can voraciously devour crew members with only an aggressive grab (just click on yourself with the grab), and a single punch is usually enough to stun an unarmored opponent for long enough time to devour them. Using the disarm intent can also 'dis-arm' threats. Abominations are also impressively resistance to brute damage, receiving only 20% of the damage.
Abilities
Screech
The abomination lets out a horrible screech, slowing down all nearby humans and occasionally causing them to drop items. Takes a small amount of DNA points. For unknown reasons, wearing earmuffs does not protect you from the horrible noise.
Devour
The abomination quickly eats whoever they have grabbed whole, absorbing their DNA. Requires an aggressive grab. Be warned that this will destroy all of the victim's items that they had on them.
Revert
The abomination takes on a human form once more. This weakens it and leaves it temporarily stunned. Abominations automatically revert if they run out of DNA points.
Fighting a Changeling
When fighting a changeling, keep your distance and attack in numbers. With acid it can almost certainly disable one person, and with neurotoxin it can disable another if it gets in close. Attack in groups of 3 or more and try to knock it out. If you manage to knock it out, throw it into the disposal crusher so that it can't headspider you. Welders also work well, in a pinch. It can still use its powers even if stunned, but not if unconscious, so tasers and batons are of limited use. The best way for security to handle a Changeling is to lock it into a Port-a-brig, from which it can't sting its victims.
A changeling is most vulnerable when they're caught in the middle of feeding. They will be sitting still, and probably just expanded both of their most useful attacks on whomever they're digesting, meaning you can get in some hits before they're able to start spitting and stinging again. If they run off, think carefully before immediately changing them. Their victim (if still alive) is going to be unconscious for a long time and unable to help you, so if the Changeling turns the tables on you, you've merely given him another meal.
Abominations are far tougher to deal with, setting them on fire will help immensely as it stops them from being healed, but is not always an option.
Supplementary Video
{{#widget:YouTube|id=-nVRDksE29c}}
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |