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==[[File:Actionbutton changeling.png]] Генокрадные способности== The changeling possesses dangerous and alien abilities including precooked stingers, body augmentations and chemical enhancements, natural bio-camo, grotesque blades/tentacles/armor made of flesh and bone, AoE screech abilities, and more! Their stored chemicals regenerate quickly at a rough set rate of half a chemical per second. Changelings start with 10 evolution points and can only get more by absorbing another changeling. The cost of abilities (if applicable) are listed below. By [[Guide_to_medicine#Husk|husking]] a lifeform, the changeling gains charge for an 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. Absorbing other changelings may let you have more than 10 evolution points. Changelings can store up to 7 DNA strands, acquiring them either by absorbing or DNA stinging people; if they acquire more, the oldest will be overwritten (but will still count for objectives). Stinger abilities can be used up to two tiles away from a target, and only consume Chemicals on use. Only one sting ability can be prepared at a time. 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! ===Innate Abilities === All changelings start with these abilities by default and will never lose them, even when resetting their abilities. {| class="wikitable" cellspacing="1" cellpadding="2" border="2" ! style="background-color:#DDAADD" width="64px" | Icon ! style="background-color:#DDAADD" width="140px" |Name ! style="background-color:#DDAADD" width="73px" |Chemical Cost ! style="background-color:#DDAADD" width="830px" |Description |- |[[File:Ling_stasis_hud.png|64px]] !Reviving Stasis |15 Chems |A starter ability. The changeling can fake its death and enter a stasis for a small cost. Some time after entering stasis, the stasis icon [[File:Ling_stasis_hud.png]] will change to this: [[File:Ling_stasis_revive_hud.png]]. Clicking that icon will then instantly resurrect you and heal 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 a good opportunity. |- |[[File:Ling_regenerate_hud.png|64px]] !Regenerate | 10 Chems |A starter ability. Allows the changeling to regrow and restore missing external limbs and vital internal organs, as well as removing shrapnel, healing major wounds, and restoring blood volume. Restoring limbs will make a lot of noise which may alarm nearby crew. |- |[[File:Ling_transform_hud.png|64px]] ! Transform |5 Chems |A starter ability. 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 ID, if you're not already wearing one in those slots. These fake items will be non-functional but can be deleted by clicking them or by using the Drop Flesh Disguise option from the transformation menu. Transforming also gives you a temporary but fully functional copy of the transform target's [[Skillchips]]. |- |[[File:Ling_absorb_hud.png|64px]] !Absorb DNA |N/A |A starter ability. Another way to acquire DNA: the changeling fully drains a body's fluids, husking it in the process and making it unidentifiable. In addition to giving the changeling the DNA, it will also give it a few samples of the victim's memories (including any [[Syndicate_Items#How_to_Get_These_Items|uplink codes]] and objectives), and it will allow the changeling to reset their abilities. If you absorb another changeling, your maximum and current chemical storage will increase, and you will gain 5 extra evolution points to spend. |} ===Abilities Available via Evolution Menu=== These abilities must be evolved through the Cellular Emporium, accessible through an action button in the upper left portion of the screen. Resetting abilities after absorbing someone will clear all of these abilities and must be re-evolved. {| class="wikitable" cellspacing="1" cellpadding="2" border="2" ! style="background-color:#DDAADD" width="64px" |Icon ! style="background-color:#DDAADD" width="140px" |Name ! style="background-color:#DDAADD" width="73px" |Evolution Cost ! style="background-color:#DDAADD" width="73px" |Chemical Cost ! style="background-color:#DDAADD" width="830px" |Description |- |[[File:Sting_extract.png|64px]] !Extract DNA Sting |0 Points |25 Chems |Free to evolve. 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. |- |[[File:Defib.png|64px]] !Defibrillator Grasp |0 Points |None |Free to evolve. We prepare ourselves while in stasis. If one of our enemies attempts to defibrillate us, we will snatch their arms off and instantly finalize our stasis. This ability is passive, and will trigger when a defibrillator paddle is applied to our chest while we are dead or in stasis. Will also stun cyborgs momentarily. |- |[[File:Ling_augmented_eyesight_hud.png|64px]] !Augmented Eyesight |2 Points |None |The changeling evolves additional features in their eyes, giving them a toggleable night-vision and xray-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. |- |[[File:Ling_biodegrade_hud.png|64px]] !Biodegrade |2 Points |30 Chems |Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets. When the cuffs are melted completely a pile of green goo will appear below you. |- |[[File:Ling_chameleon_skin_hud.png|64px]] !Chameleon Skin |2 Points |25 Chems |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. |- |[[File:Ling_digital_camo_hud.png|64px]] !Digital Camouflage |1 Point |None |Makes the changeling invisible to the AI, and prevents the AI from tracking the changeling's location while active, but when examined by others you will be "moving your body in an unnatural and blatantly inhuman manner". |- |[[File:Ling_adrenaline_hud.png|64px]] !Adrenaline Sacs |2 Points |30 Chems |Allows to the changeling to make use of additional adrenaline to instantly recover from [[Status_Effects#Knockdown|knockdown]] (but no other [[Status_Effects|status effects]]). This also injects 4u [[Guide_to_chemistry#Changeling_Adrenaline|Changeling Adrenaline]] and 3u [[Guide_to_chemistry#Changeling_Haste|Changeling Haste]], which together gives about 6 seconds of extreme speed and about 20 seconds of slight reduction of further stuns. These chems will deal minor toxin damage. High chemical cost. |- |[[File:Ling_fleshmend_hud.png|64px]] !Fleshmend |2 Points |25 Chems |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. |- |[[File:Ling_last_resort_hud.png|64px]] ! Last Resort |1 Point |20 Chems |For when you are well and truly fucked. Creates a small explosion, gibs your current body, and you become a headslug; a creature that can [[Keyboard_Shortcuts|ventcrawl]] and attack a (non-monkey) corpse to plant a hidden changeling egg. The headslug dies shortly afterwards. The changeling egg grows into a monkey changeling after about 4 minutes. The ability works even when cuffed, stunned or trapped in a welded locker, but does not work if you are in monkey form, crit or dead. <br> '''If you're killed while in headslug form, and you haven't infected any corpse, you won't be able to revive!''' |- |[[File:Ling_lesser_form_hud.png|64px]] !Lesser Form | 1 Point | 5 Chems | 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''' [[File:Ling_human_form_hud.png]]. Note that transforming into a monkey also drops your cuffs. Standing on a pile of clothes when turning back to human form will make you automatically put those clothes on. '''If your monkey body is butchered while dead, you won't be able to revive!''' |- |[[File:Ling_mimic_voice_hud.png|64px]] !Mimic Voice | 1 Point |Chem Regen Slowed |Allows the changeling to form their voice of a name they enter. This doesn't have to be anyone that exists on the station, it can be a made up name. |- |[[File:Arm_blade.png|64px]] !Arm Blade | 2 Points |20 Chems |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 by using the ability again; 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 {{Combat_Mode}} (powered ones will take longer). |- |[[File:Ling_tentacle_hud.png|64px]] !Tentacle |2 Points | 10 Chems | Reforms one of the changeling's arms into a tentacle. This tentacle can be fired towards a target, with different effects depending on {{Combat_Mode}} and mouse button used. The tentacle will be used up when fired once. Counts as a ranged weapon. Target people usually need to stand still to reliably be pulled to you. *'''Targeting an item:''' Grabs the item and throws it in your hand. *{{LeftclickCmodeoff}} Grabs the mob and pulls it harmlessly towards the changeling. No other effect. *{{Rightclick}} If the mob has any item in their ''active'' hand, that item will be pulled away and put into the changeling's hand, otherwise it has no effect. *{{LeftclickCmode}} Grabs the mob and pulls it towards the changeling who will aggressively grab them. If the changeling is also holding a sharp weapon, it'll automatically stab the mob on landing, ignoring armor. |- |[[File:Ling_shield.png|64px]] !Organic Shield |1 Point |20 Chems |Reforms one of the changeling's arms into a large, fleshy shield. Has a chance to block or mitigate a number of attacks, the amount increasing by 3 with each genome absorbed (needs confirmation). |- |[[File:Ling_organic_suit_hud.png|64px]] ! Organic Space Suit |2 Points |20 Chems |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. |- |[[File:Ling_chitinous_armor_hud.png|64px]] !Chitinous Armor | 1 Point |20 Chems, Chem Regen Slowed by 25% |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. '''Defense Values in %:''' * melee = 40 *bullet = 40 *laser = 40 *energy = 50 *bomb = 10 *bio = 4 *rad = 0 *fire = 90 *acid = 90 |- |[[File:Ling_panacea_hud.png|64px]] !Anatomic Panacea |1 Point |20 Chems |Cures the changeling of many ailments including [[Guide to Traumas|brain traumas]], mutations, diseases, 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 and zombie infection. Usable while unconscious. Do not use if you are a slimeperson. |- |[[File:Error.gif|link=https://tgstation13.org/wiki/File:Error.gif|64px]] !Pheromone Receptors |2 Points |None |A toggled ability that gives a HUD icon when another changeling is in a rather large area around you. If another changeling enters within 25 tiles, the icon will turn into an arrow pointing roughly in direction of the nearest changeling. If the other changeling enters within 10 tiles, the icon will become a black diamond. Slows chemical regeneration while active. Invaluable for the "absorb another changeling" objective, but can also be used to locate potential allies. |- |[[File:Ling_resonant_shriek_hud.png|64px]] !Resonant Shriek |1 Point |20 Chems |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. |- |[[File:Ling_dissonant_shriek_hud.png|64px]] !Dissonant Shriek |1 Point |20 Chems |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. |- |[[File:Ling_spread_infestation_hud.png|64px]] !Spread Infestation |1 Point 3 DNA Absorptions |45 Chems |You vomit out bloody eggs. Ghosts can interact with these eggs to spawn as [[Spider#Special_Spiders|flesh spiders]] [[File:Flesh_spider.gif|link=Spider#Special_Spiders]]. These are hostile to all non-spider life, including the changeling that spawned them. A flesh spider can: *Place web slightly faster than a normal spider can. *Inject poisons upon biting people. *Heal itself, but not other spiders. *Occasionally leave blood on the floor. IMPORTANT: You need at least 3 DNA absorptions (NOT "Extract DNA" Stings) to unlock this late-game ability. |- |[[File:Ling_strained_muscles_hud.png|64px]] !Strained Muscles |1 Point |None |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. Doesn't work in monkey form. |- |[[File:Sting_transform.png|64px]] !Transformation Sting |3 Points |50 Chems |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. You can't use this to transform people into [[Plasmaman|plasmamen]] or [[Golems]]. |- |[[File:Sting_mute.png|64px]] !Mute Sting |2 Points | 20 Chems |The changeling silently stings 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. |- |[[File:Sting_blind.png|64px]] !Blind Sting |1 Point |25 Chems |The changeling silently stings a human, completely blinding them for a short time and and leaves them with blurred vision for a long time. |- |[[File:Sting_hallucination.png|64px]] !Hallucination Sting |1 Point |5 Chems |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. |- |[[File:Sting_cryo.png|64px]] !Cryogenic Sting |2 Points |15 Chems |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. |- |[[File:Sting_fake_armblade.png|64px]] !False Armblade Sting |1 Point |20 Chems | 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. |}
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