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Shadowling
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==Shadowling Abilities== Shadowlings have quite a few tricks up their sleeve, from vanishing to freezing the air around them. Below is a list of abilities that shadowlings can use. {| class="wikitable" border="1" cellspacing="0" cellpadding="2" ! style='background-color:#DDAADD;' width='150px'|Name ! style='background-color:#DDAADD;' width='150px'|Requirements ! style='background-color:#DDAADD;' width='150px'|Cooldown ! style='background-color:#DDAADD;' width='450px'|Description |- !Enthrall |Hatch required |None, but can only enthrall one at a time |A shadowling can grow a cute little tumor on a victim's brain, rearranging their memories and motivations and turning him into an obedient thrall. This is slow, and does not itself disable the victim, so shadowlings should use mundane means to do so, such as handcuffs and removal of headsets. Loyalty Implants interfere with this ability; however, the protection is not perfect. It is well within a shadowling's power to disable such implants, though doing so will slow the enthralling process considerably. The benefit of thralls to changelings extends beyond the utility of an obedient crewmember. Shadowlings gain power directly from their thralls, unlocking new abilities with greater numbers, including their ultimate goal of ascension. Thralls also have their own lesser powers that they can use to help you. |- !Hivemind Commune |N/A |At will |Shadowlings and thralls share a telepathic link through which they can communicate silently, undetectably, and at zero cost or cooldown. There may be ways to discern this behavior, but it is unlikely and for now all you can do is simply let their words flow past you. |- !Hatch |N/A |N/A |To access their other abilities, a shadowling must first hatch. A hatching shadowling will first drop its items. After a short delay, it will grow a chrysalis around itself, forming a 3x3 grid of impenetrable but obviously abnormal walls. When the shadowling's evolution is complete, the walls will burst, and the hatched shadowling will emerge. Although headsets, belts, and backpacks must be dropped to evolve, shadowlings are capable of wearing them, and often pick up such items they had previously owned after hatching. 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. |- !Glare |Hatch required |30 seconds |Glare is the shadowling's basic single-target stun. By forcing one target's gaze into its own, the shadowling can mesmerize a target from a range to stun and mute him for quite some time. While the duration is shorter than the cooldown, and is not long enough for a complete conversion, it does leave plenty of time to restrain or strip the victim. |- !Veil |Hatch required |25 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 resist this extinguishing effect, but will be killed in a short radius around the shadowling. Lights based in fire or bioluminescence are often resilient enough to be unaffected. |- !Shadow Walk |Hatch required |1 minute |Shadow Walk lets the shadowling briefly enter the space between worlds to escape attackers. For four seconds, the shadowling will be invisible, move quickly, and be able to phase through all obstacles. Unlike the wizard's jaunting, holy water does not have an effect on this. |- !Icy Veins |Hatch required |2 minutes |Icy Veins is a formidable crowd control ability. Everyone within a short range will instantly have their body temperature reduced to freezing in addition to having it continuously lowered, similar to a cryogenic sting. Targets will also be briefly stunned. |- !Collective Mind |Hatch required |30 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. |- !Destroy Engines |Hatch required |1 minute |Destroy Engines is the way shadowlings bypass the shuttle. They are able to sacrifice a single thrall completely, which will kill them but extend the shuttle's timer by 15 minutes. This does not stack and can only be used if the shuttle is ''on the way to the station'' - it will not work if the shuttle is docked or has left. |- !Blindness Smoke |Hatch required + 3 Thralls |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. |- !Drain Life |Hatch required + 5 Thralls |10 seconds |The shadowling drains the life of nearby humans, healing the shadowling for a significant amount for each human in addition to weakening the humans. |- !Sonic Screech |Hatch required + 7 Thralls |30 seconds |The shadowling can let out a piercing screech. This will confuse and deafen nearby humans, damage windows, and stun silicons. |- !Black Recuperation |Hatch required + 9 Thralls |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. Alternatively, 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, ableit at a lesser rate. In addition, thralls cannot be dethralled while conscious if in this position. |- !Ascendance |Hatch required + 15 Thralls |N/A |If the shadowlings should gain this ability, all hope is lost to the crew. The shadowlings have enough collective power from their thralls to assume their ultimate form, becoming impossible to destroy by conventional means, and gaining terrifying abilities. |- !colspan=4|Below is a list of abilities ascendant shadowlings are known to have used. |- !Annihilate |Ascendant only |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. |- !Hypnosis |Ascendant only |At will |Ascendants can enthrall from a range and with extremely increased speed. Basically, it's a ranged and instant version of enthrall. |- !Plane Shift |Ascendant only |Toggleable |An upgraded version of Shadow Walk, 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. |- !Lightning Storm |Ascendant only |10 seconds |The spiritual successor to Icy Veins. Sends out bolts of lightning to everyone nearby, dealing a significant amount of burn damage and knocking down those affected. |- |}
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