https://wiki.beestation13.com/w/api.php?action=feedcontributions&user=Ethnius&feedformat=atomBeeStation Wiki - User contributions [en]2024-03-29T14:40:55ZUser contributionsMediaWiki 1.40.1https://wiki.beestation13.com/w/index.php?title=Guides&diff=32975Guides2021-01-26T05:09:55Z<p>Ethnius: Adding a link to player written guides</p>
<hr />
<div>{{Guides}}<br><br><br />
<br />
<br />
== Starter Guides ==<br />
Guides made to make your first steps on the station a lot easier (and to remind you older players about some things).<br />
*[[File:Paper.png|link=Starter guide]] [[Starter guide|Tutorial]]<br />
*[[File:Lawbook.png|link=Rules]] [[Rules|The Rules]]<br />
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]<br />
*[[File:hudcaptain-dummy.png|32px|middle|Link=HUD]] [[HUD|Guide to HUD Icons]]<br />
*[[File:Pen.png|link=Job selection and assignment]] [[Job selection and assignment|Job Selection and Assignment]]<br />
*[[File:Terminology.png|link=Terminology]] [[Terminology]]<br />
*[[File:Paper.png|link=Frequently Asked Questions]] [[Frequently Asked Questions]]<br />
*[[File:Lawbook.png|Guide to avoiding bans]] [[Guide to avoiding bans|Guide to Avoiding Bans]]<br />
*[[File:Multiphase_gun_stun.gif|Guide to Head of Staff Equipment]] [[Guide to Head of Staff Equipment]]<br />
*[[File:Lawbook.png|link=Job specific guidelines]] [[Job specific guidelines]]<br />
*[https://forums.beestation13.com/c/guides/15 Player Written Guides]<br />
== Medical Guides ==<br />
Guides for keeping the crew alive.<br />
*[[File:SMed.png|link=Guide to medicine|Guide to Medicine]] [[Guide to medicine|Guide to Medicine]]<br />
*[[File:Beaker.png|link=Guide to chemistry|Guide to Chemistry]] [[Guide to chemistry|Guide to Chemistry]]<br />
*[[File:Blender.png|link=Guide to Ghetto Chemistry]] [[Guide to Ghetto Chemistry]]<br />
*[[File:Hudchem.png|16px|link=Chemical recipes|Chemical Recipes]] [[Chemical recipes|Chemical Recipes]]<br />
*[[File:Flashbang.gif|link=Grenade|Guide to Grenade Construction]] [[Grenade|Guide to Grenade Construction]]<br />
*[[File:Healthanalyzer.png|link=Guide to genetics|Guide to Genetics]] [[Guide to genetics|Guide to Genetics]]<br />
*[[File:hudill.png|16px|link=Infections|Guide to Diseases]] [[Infections|Guide to Diseases]]<br />
*[[File:Scalpel.png|link=Surgery|Guide to Surgery]] [[Surgery|Guide to Surgery]]<br />
*[[File:Brain.png|link=Guide to Traumas]] [[Guide to Traumas]]<br />
== Engineering Guides ==<br />
Guides for constructing, repairing and keeping the station hospitable.<br />
*[[File:Wrench.png|link=Guide to construction]] [[Guide to construction|Guide to Construction]]<br />
*[[File:Machine Frame.png|link=Guide to advanced construction]] [[Guide to advanced construction|Guide to Machine Construction]]<br />
*[[File:CableCoils.png|link=Solars]] [[Solars|Guide to the Solars]]<br />
*[[File:stage1.gif|link=Singularity Engine]] [[Singularity Engine|Guide to the Singularity Engine]]<br />
*[[File:Tesla.gif|link=Tesla Engine]] [[Tesla Engine|Guide to the Tesla Engine]]<br />
*[[File:Supermatter shard.png|link=Guide to the Supermatter]] [[Guide to the Supermatter]]<br />
*[[File:Wrench.png|link=Guide to the Antimatter]] [[Antimatter Engine|Guide to the Antimatter]]<br />
*[[Gas_turbine|Guide to the Gas Turbine]]<br />
*[[File:APC2.gif|link=APC]] [[Guide to power|Guide to Power]]<br />
*[[File:AirAlarm.png|link=Atmospherics]] [[Guide to Atmospherics]]<br />
*[[File:Headset.png|link=Guide to Telecommunications]] [[Guide to Telecommunications]]<br />
*[[File:rbmk2.png|link=Guide to Nuclear Reactor]] [[Guide to Nuclear Reactor]]<br />
== Science Guides ==<br />
Guides on how to SCIENCE!<br />
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]<br />
*[[File:Generic borg.png|link=Guide to robotics]] [[Guide to robotics|Guide to Robotics]]<br />
*[[File:Explosivebombthatgoesboom.png|link=Guide to toxins]] [[Guide to toxins|Guide to Toxins]]<br />
*[[File:Baby_slime.gif|link=Guide to xenobiology]] [[Guide to xenobiology|Guide to Xenobiology]]<br />
*[[File:Telescience.gif|link=Guide_to_telescience]] [[Guide_to_telescience|Guide to Telescience]]<br />
*[[File:Nanitechambercontrol.png|link=Guide to Nanites]] [[Guide to Nanites]]<br />
*[[File:rapid_shuttle_designator.png|link=Guide to Shuttle Construction]] [[guide_to_shuttle_construction|Guide to Shuttle Construction]]<br />
== Security Guides ==<br />
These guides will help you keep peace on the station.<br />
*[[File:lawbook.png|link=Space Law]] [[Space Law]]<br />
*[[File:Paper.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]<br />
*[[File:Generic_lawyer.png|link=Guide to Trials]] [[Guide to Trials]]<br />
*[[File:Securityforce.png|link=Guide to security]] [[Guide to security|Guide to Security]]<br />
*[[File:Donut.png|link=Shitcurity]] [[Shitcurity|Guide to Shitcurity (What NOT to do)]]<br />
== Antagonist Guides ==<br />
By now you've probably noticed that most of the job and/or location -pages have the last chapter dedicated to tips for antagonists. Here are a few guides dedicated to that.<br />
*[[File:Syndicateforce.png|link=Traitor]] [[Traitor|How to be a No Good Dirty Traitor]]<br />
*[[File:Stunprod.png|link=Makeshift weapons]] [[Makeshift weapons|Makeshift Weapons]]<br />
*[[File:Wirecutters.png|link=Hacking]] [[Hacking|Guide to Hacking]]<br />
*[[File:BlueToolbox.png|Link=Guide to Combat]] [[Guide to Combat]]<br />
*[[File:Syndicate_uplink.png|link=Syndicate Items]] [[Syndicate Items]]<br />
*[[File:Id_regular.png|link=Illicit Access]] [[Illicit Access|Guide to Illicit Access]]<br />
*[[File:Rev.png|32px|link=Revolution]] [[Revolution|Guide to Revolution]]<br />
*[[File:Cult.png|link=Cult Basics]] [[Cult Basics|Cults for the Uninitiated]]<br />
*[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Top Secret: Nuclear Operative's Field Guide]]<br />
*[[File:Malf AI.gif|link=Guide to malfunction]] [[Guide to malfunction|Guide to Malfunction]]<br />
*[[File:Alien.png|link=Xenos]] [[Xenos|How to Play an Alien]]<br />
*[[File:Syndicateforce.png||link-Antagonist Conduct]] [[Antagonist_Conduct|How to Act as an Antagonist]]<br />
*[[File:Thoughtfeeder.gif|link=Mafia]] [[How to play mafia.]]<br />
== Development and Contribution Guides ==<br />
Guides to help you improve the game, wiki and such.<br />
{{Template:Devguides}}<br />
== Other Guides ==<br />
These guides didn't fit into any other category.<br />
*[[File:Module.png|link=Ai Modules]] [[Ai Modules|Guide to AI Modules]]<br />
*[[File:AI.gif|link=Silicon Policy]] [[Silicon Policy|Guide to Silicon Policy]]<br />
*[[File:Clown.png|link=Guide to Awesome Miscellaneous Stuff]] [[Guide to Awesome Miscellaneous Stuff]]<br />
*[[File:Wraith.png|link=Creatures]] [[Creatures|Creatures (Player controlled beings)]]<br />
*[[File:Carp.gif|link=Critters]] [[Critters|Critters (Game controlled beings)]]<br />
*[[File:Medilizard.png|link=Guide to races]] [[Guide to races|Guide to Races]]<br />
*[[File:ToxinsSpecial.gif|link=Guide to food and drinks]] [[Guide to food and drinks|Guide to Food and Drinks]]<br />
*[[File:Banana.png|link=Guide to hydroponics]] [[Guide to hydroponics|Guide to Hydroponics]]<br />
*[[File:Piano.png|link=Piano]] [[Songs|Guide to Playing Music]]<br />
*[[File:Paper.png|link=Guide to paperwork]] [[Guide to paperwork|Guide to Paperwork]]<br />
*[[File:Meteor.gif|link=Random events]] [[Random events|Random Events]]<br />
*[[File:GrayCrate.png|link=Supply_crates]] [[Supply crates|List of Supply Crates]]<br />
*[[Makeshift weapons|Makeshift Weapons]]<br />
*[[File:Syndicate_tome.png|link=Deep Lore]] [[Deep Lore]]<br />
*[[File:Turret.PNG|link=Auxiliary Base Construction]] [[Auxiliary Base Construction]]<br />
*[[File:CableCoils.png]][[Guide_to_wire_art|Guide to Wire Art]]<br />
While you're here, be sure to check out the [[:Category:Guides|category page]] as it may contain some things that aren't listed here.<br />
[[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Maps&diff=32971Maps2021-01-23T11:02:03Z<p>Ethnius: Undo revision 32634 by Blueturbo47 (talk)</p>
<hr />
<div>{{Maps}}<br />
<br />
== Map Rotation ==<br />
The server currently uses a unique map rotation feature that will swap between maps based on player map preferences, these being located in your character setup page. The game is weighed to use Boxstation as the default station but will, depending on player preferences and how long the current round has lasted, have a higher chance to use another map.<br />
<br />
The current, and next selected, map information are located in the 'Status' tab.<br />
<br />
= In Rotation Maps =<br />
These maps are currently in rotation, and can be selected and played on.<br />
<br />
== [[BoxStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Boxstation.png|400px]]<br />
|'''BoxStation''' is widely regarded as the "official" map of SS13. It may be confusing at first, but it is actually neatly organized, so that every department gets their own wing. The Command Sector is in a centralized location, holding the [[Bridge]], the [[Gravity Generator]] and the [[AI Upload]]. Other departments extend out into various wings around the command sector.<br />
|Notes<br />
* The map has been used consistently on /tg/station since 2010.<br />
* The station is heavily central on the starboard wing -- all the action happens there.<br />
* There are several small crevices to perform distasteful acts.<br />
* Maintenance is designed to provide an outer shell to most of the station.<br />
* All locations information on this wiki is sourced from Box station.<br />
|}<br />
<br />
== [[MetaStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:MetaStation.png|400px]]<br />
|'''[[MetaStation]]''' is a fully-functioning map available on the /tg/ codebase as an alternative to BoxStation. It is currently available on both Sibyl and Basil, if players vote it in using the map-vote system. It was previously the default map on the /tg/ servers Badger and later Basil, and various edited versions have run on NoxStation, /vg/, and Paradise Station. <br />
<br />
MetaStation ran on Basil for a long time and has been tested extensively, being generally well received. It is largely maintained and updated by '''[[User:Metacide|Metacide]]''', though it uses the work of many others, and has been worked on by various other people who have updated and maintained the map over its history.<br />
|Notes<br />
* It is geared towards higher populations than BoxStation.<br />
* Key areas are more evenly spread to reduce local overcrowding.<br />
* It feels much more open, attacks in public are harder to get away with.<br />
* It has a large maintenance system covering most of the station, useful for stealthier tactics.<br />
* There are in-game maps and direction signposts on the walls of the station to help you find your way.<br />
* The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge.<br />
* '''Feedback is welcome''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=3090 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[PubbyStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:PubbyStation.png|300px]]<br />
|'''PubbyStation''' is a map inspired by Box and Meta but smaller and pure, it was created by pubby.<br />
|Notes<br />
* The map plays best with 20-40 players.<br />
* The Chaplain and Curator get an entire space monastery.<br />
* PubbyStation is the only in-rotation map that still uses the [[Singularity Engine|Singularity]]/[[Tesla Engine|Tesla]] Engine.<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=7937 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[DeltaStation]] == <br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Deltastation.png|300px]]<br />
|'''DeltaStation''' is a map heavily influenced by Meta and Box, with a large centralized bridge area. Intended for higher populations, the map features a more fleshed out and spacious interior lushly decorated and accomodating a large number of potted plants. A large maintenance with a number of useful half-built rooms and areas give antagonists a large variety of spacious areas to make their on station bases and hiding places. It is currently maintained by Okand37, though others are welcome to suggest additions and edits.<br />
|Notes<br />
* This map is best suited for 50+ players.<br />
* An expansive maintenance is included with this station, largely recognized as a 'second station' with a number of areas, tools, items and machines.<br />
* The [[Supermatter]] is located in [[Atmospherics]].<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=7172&view=unread&sid=e1da7bbdf9bae9a44a6e96ed9364e4b7#p233302 in this thread] on the tgstation forums.<br />
|}<br />
<br />
=Not in rotation but still important=<br />
These maps either aid in maintaining the game or will be added in the future.<br />
<br />
== [[RuntimeStation]] ==<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:RuntimeStation.png|300px]]<br />
|'''Runtime Station''' designed to test new features without having to load a whole new station every time.<br />
|Notes<br />
* All doors bear no access.<br />
* Has a simple engine room.<br />
* Has two large testing areas.<br />
* Spawns with fully equipped medical/RnD/engineering areas and a rudimentary atmos setup (no scrubbers).<br />
* Roundstart mice spawns and space/lavaland ruins can be disabled in config.<br />
|}<br />
[[Category:Maps]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Guide_to_avoiding_bans&diff=32970Guide to avoiding bans2021-01-23T10:55:35Z<p>Ethnius: removed "shithead" to be more family friendly</p>
<hr />
<div>Just don't break the rules<br />
<br />
its that easy</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Guide_to_avoiding_bans&diff=32969Guide to avoiding bans2021-01-23T10:54:56Z<p>Ethnius: I made the page</p>
<hr />
<div>Just don't break the rules shithead<br />
<br />
its that easy</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Guide_to_the_Supermatter&diff=32664Guide to the Supermatter2020-11-28T17:43:36Z<p>Ethnius: /* Step Two: Prepare The Gas Loop */</p>
<hr />
<div>The Supermatter Crystal is the primary power source in most stations. A Supermatter Shard can be ordered from [[Cargo]], which works the same way, but can be moved around. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and exploding or creating singularity/tesla if you screw up. It begins inert but being hit by an object or projectile will activate it and it'll start producing huge amounts of radiation, which can be converted to power with the radiation collectors.<br />
{| width='95%' height='60' style='background-color:#FFCCCC;' align='center'<br />
|align='center'|'''Do NOT run into the Supermatter to commit suicide! You will be banned.'''<br />
|}<br />
== Words of Warning ==<br />
# The Supermatter is VERY DANGEROUS. Activating the Supermatter should be the last step in setting up any form of Supermatter based power! If you ordered it from cargo the crate should stay LOCKED AND SECURED until everything is ready.<br />
# You require safety gear. A full radiation suit AND meson scanners.<br />
# Most of "setting up the Supermatter" involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses, or atmospheric properties.<br />
# Anything that bumps into the Supermatter is fundamentally annihilated. Don't touch it.<br />
# Hardsuits, excluding the CE's hardsuit, have limited protection. The engineering hardsuit has 75% radiation protection. [[Chief_Engineer|CE's]] hardsuit has 100%. [[Atmospheric_Technician|Atmos]] hardsuit has 25%. [[Research_Director|RD's]] and [[Chief_Medical_Officer|CMO's]] have 60%. If working near an active Supermatter Engine, use a radiation suit instead.<br />
== The Safe Setup ==<br />
The supermatter engine on current (2020) rotation maps can be set up in many different ways and experienced engineers are encouraged to experiment. The less experienced engineers can refer to the safe guide below. This is a simple nitrogen setup, easy to maintain and has two methods to handle sabotage (freezer backup and N2O preset). It will almost always last the entire round, and almost always generates enough power for the entire station.<br />
<br />
There is an old video setup guide [https://www.youtube.com/watch?v=Avec0T2-Xhk here], but the recommended guide below has changed since that video was made. <br />
==== Step One: Gear Up ====<br />
# Put on an optical meson scanner [[File:MGlasses.png]] or Engineering scanner goggles [[File:EngiScanners.png]] on meson mode. All races except IPCs and Plasmamen will require a radiation suit [[File:RadiationSuit.png]][[File:RadiationSuitHood.png]] in case someone prematurely activates the supermatter crystal.<br />
#:'''Why:''' Meson Scanners protect from hallucinations, while the suit protects from radiation. IPCs and Plasmamen are inorganic and thus take no rads but they CAN suffer hallucinations. Once the engine starts, it will start emitting both.<br />
[[File:Meta_SM.png|400px|thumb|right|Meta Station SM. Enable and max green circles. Works counter clockwise. Toggle yellow squares, set gas. Enable cyan triangles and minimize temperature.]]<br />
[[File:Box_SM.png|400px|thumb|right|Box Station SM. Works counter clockwise.]]<br />
[[File:Pubby_SM.png|400px|thumb|right|Pubby Station SM. The gas loop works clockwise here.]]<br />
[[File:Delta_SM.png|400px|thumb|right|Delta Station SM. Works clockwise. The freezers are optional security in N2 setups. You would need to reconstruct part of the pipe and the deconstruct the heater in order to enable them.]]<br />
==== Step Two: Prepare The Gas Loop ====<br />
# Set '''gas pumps''' (green circle in picture) to maximum around the loop. This requires clicking them, hitting MAX and toggling OFF to ON. If you are not replacing pumps, do not enable pumps labelled "bypass" (blue circle).<br />
#:Why: Gas pumps ensure that coolant is in circulation around the supermatter crystal. The gases exit, are cooled by space and the freezers, have exhaust gases are removed by the filters, recooled (if needed) by the freezers, then enter the crystal chamber as cold N2.<br />
# Toggle the '''gas filters''' (yellow square in picture) ON and set to desired gas. By default, the filters have the correct N2 setup preselected, thus you can turn on all five. The first filter leading to canisters (green square) is for farming gases. If you want a panic button, you can set one filter to N2O also, as N2O is effective at extinguishing flames, should you get sabotaged. However, at VERY high temperatures, this will backfire.<br />
#:Why: The gas filters work by separating individual gases from a pipe. In the safe setup, this means that N2 is removed from an array of other harmful gases that exhaust from the SM like plasma. The exhaust exits the red pipe to space. By setting a filter to N2O, you can easily wrench in an N2O canister [[File:N2O_Canister.png]] to extinguish most early destabilization.<br />
# (Optional) Activate the '''freezers''' [[File:freezer.gif]] (cyan triangle. '''MUST''' be a freezer, not a heater) and set them to the lowest temperature. This means clicking them, clicking minimum temp, then toggling to ON. If they are heaters, you must disassemble and use a screwdriver on the circuit board, then reassemble the machine to create a freezer.<br />
#:Why: Freezers work a dual purpose. First, they ensure space gases are reduced to a safe operating temperature, and can be upgraded later to function better than the space loop. Typically the space loop is enough, unless sabotage occurs, which means freezers also function as protection against sabotage or at the gas filters by forcing gases to remain in the safe range.<br />
# Wrench [[File:wrench.png]] the red '''N2 canisters''' [[File:N2_Canister.png]] to activate the gas loop. This should be none nearly last so that other engineers do not interfere with your setup and no one wastes coolant.<br />
#:Why: Nitrogen (or whichever gas you end up using) must be put in the pipes in order to circulate. You can add any other gases here later, like N2O. Or plasma.<br />
# Set the '''air alarm''' [[File:AirAlarm.png]] next to the crystal room. Open the air alarm menu (on most maps it will start unlocked), click ''Scrubber Controls'' and change the scrubbers to '''siphon''' (by clicking "scrubbing") and Expanded Range. You don't need to change any of the filter settings besides the mode, since on "siphon", all gases get sucked out. The scrubbers will show an animation if they are set up to siphon correctly. '''Do NOT set operating mode to "panic siphon"''' as that's not the same thing. Picture (click it): [[File:SM_safe_setup_scrubbers_aug_2019.png|30px|Scrubber Controls]]<br />
#:Why: Siphon makes the scrubbers remove all gases. This is to ensure hot gasses are removed from the chamber as fast as possible, to prevent too high pressure in the chamber. <br />
# In the same air alarm [[File:AirAlarm.png]], from the main menu, click ''Vent Controls'' and set the vents to internal by toggling internal and toggling off external. Picture (click it): [[File:SM_safe_setup_vents_aug_2019.png|30px|Vent Controls]]<br />
#:Why: "Internal 0" makes the vents completely dump the contents of the coolant pipes into the chamber. You generally want to get the coolant in there as quickly as possible.<br />
==== Step Three: Starting The Radiation Collectors ====<br />
# Obtain six plasma tanks [[File:Plasma tank.png]]. One can be found by the radiation collectors, and up to ten more can be taken from the tank dispenser. [[File:Tank Dispenser.png]]<br />
# Insert each plasma tank into a radiation collector [[File:Radiation Collector.gif]], then turn each on by clicking it with an empty hand. Lock them with your ID card when you are done.<br />
# It's worth pointing out that you also used to have to fill the plasma tanks with extra plasma from a canister. This is not currently the case, but many people still do this out of habit or misinformation.<br />
The engine is now ready to produce power.<br />
==== Step Four: Start the Engine! ====<br />
# '''Double-check to ensure the cooling loop is active, you don't want to have an active supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!'''<br />
# Align the reflectors so that the emitter beams are deflected towards the supermatter crystal. <br />
# Head into the emitter chamber. It is on the right side of the picture above. Just click each emitter [[File:Emitter On.gif]] with an empty hand to turn them on. '''Don't stand in front of them unless you want some serious laser burns!'''<br />
# Close the radiation shutters with the ''Radiation Shutters Control'' button (if available). <br />
The supermatter is now generating power. <br />
==== Final Step: Set Up the Power Storage Units (SMES) ====<br />
# Go to the room in engineering with multiple SMES [[File:SMES_Turn_on.gif]]. <br />
# Set each of their target inputs to 200 kW and target outputs to 190 kW.<br />
#:'''Why:''' This increases how much power they forward to the rest of the station. 10 kW will be used to keep the SMES fully charged for backup power.<br />
=== Delta Station Irregularities ===<br />
'''Delta Station''' setup follows the same philosophy, but the coolant loop is arranged somewhat differently. A much more detailed explanation is stated above.<br />
The same rules apply:<br />
# Enabling gas pumps not labelled bypass (or straight pipe every pump).<br />
# (Optional) Enable freezers [[File:freezer.gif]], convert the heater to freezer by deconstructing it (or just not turning it on if you don't know how).<br />
# Enable gas filters.<br />
# Don't forget the last gas pump on the right side!<br />
# Set the air alarm [[File:AirAlarm.png]].<br />
# Add the plasma tanks [[File:Plasma tank.png]] to the radiation collectors [[File:Radiation Collector.gif]].<br />
# Close the shutters at the switch. <br />
# On Delta station, the reflectors [[File:Energy_reflector_double.png]] require being moved before being turned on emitters. You must unweld [[File:Welder.png]] then unwrench [[File:wrench.png]] them, then drag them into the proper position. Alt-clicking them changes rotation. A 90 degree angle will send a laser beam in a 90 degree angle, nothing too crazy. You might need to experiment to get the angle right at first.<br />
# Turn on the emitters!<br><br />
'''Congratulations! The supermatter engine is set!'''<br />
== A Deeper Look: Mechanics ==<br />
The supermatter is an extremely unstable crystal with particular properties. Here's how it behaves:<br />
=== Power ===<br />
The crystal's power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a 'tick' usually takes around 1-5 seconds depending on lag)<br />
* Power decays over time.<br />
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.<br />
* Power is increased every tick depending on the gas mix. This scales with the gas' temperature.<br />
* Consuming an object or mob will increase the power by a significant amount, independently from the object's size.<br />
* Power decay can be lowered or even completely prevented with CO2.<br />
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.<br />
=== Instability ===<br />
The crystal must be kept stable if you don't want it to explode.<br />
* Stability does not change by itself.<br />
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.<br />
* Physical bullets will destabilize the crystal, depending on the damage they do.<br />
* Large amounts of power will destabilize the crystal. The highest safe limit of the supermatter is 5000 EER/cm3.<br />
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases. This effect starts at about 1800 moles of any gas on the supermatter's tile.<br />
=== Gas Interactions ===<br />
Each gas has a different effect when it surrounds the supermatter crystal. The strength of each effect depends on the percentage of it in the gasmix in the supermatter chamber.<br />
<br />
<s>[[File:Pluoxium.png]]Pluoxium<br />
'''Safety: Pillow Fort'''</s><br />
<br />
<s>Pluoxium is like a weaker N2O without any of the risks. At 15% of the total gas or higher, it will lower the heat production of the Supermatter slightly less than N2, and increase the heat resistance by half that of N2O. However unlike N2O it does not decay, making it the perfect emergency gas if you can get enough. Pluoxium has the side effect of reducing radiation relative to its ratio in the mix, causing lowered power output at high concentrations.</s><br />
<br />
<br />
<br />
[[File:N2_Canister.png]]N<sub>2</sub><br />
'''Safety: Very Safe'''<br />
<br />
N2 is, in a large majority of situations, the safest gas to dump into the cooling loop. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces. A side effect of the safety it provides is that it also reduces power output of the engine.<br><br />
Precooled N2 is good to have around for emergencies.<br />
<br />
[[File:N2O_Canister.png]]N<sub>2</sub>O<br />
'''Safety: Risky'''<br />
<br />
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual. '''However''', at higher temperatures (such as during a heat delamination) it will decay into O2 and N2. While N2 is good for the supermatter, O2 most certainly is not. This O2 will also react with the Plasma to create Tritium and then, to the further horror of many an Engineer, a Tritium fire. At lower temperatures and in more controlled setups, it can also combine with Plasma to create low amounts of BZ inside the loop.<br><br />
Marked as risky only to stop you from throwing N2O into the SM mindlessly. Yes, ''you''.<br />
<br />
[[File:CO2_Canister.png]]CO<sub>2</sub><br />
'''Safety: Very Risky'''<br />
<br />
CO2 is a potentially dangerous yet very rewarding gas - in concentrations bellow 60% (Co2) your safe while on a normal loop, it will increase the crystal's power generation and can be used to produce Pluoxium as well.<br><br />
In high concentrations(above 60% (Co2)), however, it will raise the crystal's energy to extremely high levels. If you take precaution and upgrade the loop to with 3 layer space cool loop and freezers at Tier 4 parts you will be safe above 60%, this is a phenomenal way to generate power. With poor management and insufficient or downright bad preparation, it will eventually exceed safe energy levels and begin a charge delamination, producing electric arcs and anomalies until it eventually explodes into a [[Tesla]] ball.<br><br />
[[File:O2_Canister.png]]O<sub>2</sub><br />
'''Safety: Relatively Dangerous'''<br />
<br />
Oxygen provides a boost to power transmission without actively increasing the waste gas amount or temperature.<br><br />
Pretty risky to use, as any disruption of the cooling loop will soon cause a plasma fire in the crystal chamber. Even just a high concentration of O2 will activate and continuously power the crystal.<br><br />
If you're badass enough to run an O2 setup: Always precool it before flooding the Supermatter chamber.<br><br />
[[File:BZ_canister.png]]BZ<br />
'''Safety: Dangerous'''<br />
<br />
BZ increases the heat produced by the supermatter, as well as the radiation. Higher concentrations increase the radiation production up to 5 fold, but will become difficult to manage without significant set up. BZ also has the side effect of lower the power the radiation from the Supermatter grants, meaning while the produced rads increase 5 fold, the power does not. At a 40% of the mix, the Supermatter will start to fire irradiating nuclear particles. Don't get hit by these, regardless of your clothing.<br />
<br />
<br />
[[File:Plasma_Canister.png]][[Plasma]]<br />
'''Safety: Very dangerous'''<br />
<br />
Plasma is very similar to Oxygen but provides a much higher power boost as well as waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes.<br><br />
WARNING: The roundstart setup cannot handle pure plasma setups.<br />
<br />
[[File:Tritium.png]]Tritium<br />
'''Safety: OH GOD OH F*CK'''<br />
<br />
Tritium increases the radiation production of the Supermatter by up to 3 times, without BZ's downside of lowering energy production. There is one slight issue with it.<br />
<br />
Tritium is dangerous. Tritium is very dangerous. Tritium makes Plasma seem safe. Even with extremely robust cooling systems, Tritium is a horrifyingly irritable and jumpy gas. While it isn't as harmful to the heat level as Plasma is (just barely), it also has the second worst heat capacity of all gasses while Plasma has the second highest. This means that Plasma can be kept happy with enough cooling, whereas Tritium eagerly goes from a safe space loop into a burning hellfire. Add to this the byproduct of large amounts of Oxygen production (not exclusive to Tritium. An issue in a Plasma engine too), and you have a tritium fire and a very hot crystal. Do not use this gas unless you have a very strong understanding of atmospherics and the Supermatter, and are willing to get creative.<br />
=== Gas Production ===<br />
The crystal produces plasma and oxygen while it's active.<br />
* Plasma and Oxygen burn if they're hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.<br />
* The amount and temperature of the produced gas are determined by the current crystal power.<br />
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.<br />
=== Irradiation ===<br />
The crystal will affect nearby mobs while it's active.<br />
* The range and power are determined by the current power. Being further away from the crystal also mitigates the effect.<br />
* The crystal will cause hallucinations to nearby mobs if they're not wearing meson scanners or equivalents.<br />
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.<br />
=== Consuming ===<br />
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to "safely" transport a shard is to pull it, being careful to not be pushed back into it by someone else.<br />
=== Collapsing ===<br />
If the crystal reaches 100% instability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.<br />
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.<br />
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.<br />
* A crystal that is neither heavily overpressurized or overcharged will simply explode.<br />
== Beyond the Safety: Improving the Power Output and Endangering Crew ==<br />
Here are some pointers and hints on how to get more power out of this engine:<br />
* Coordinate with other engineers. Don't just silently adjust gases and pumps or you might end up causing accidents or decreasing efficiency.<br />
* Higher temperatures generate more energy.<br />
* Higher amounts of oxygen moles result in more power.<br />
* You can pump gas from the atmos mixing loop directly into the engine by using the orange pipe.<br />
* The supermatter crystal will glow in a distinct orange color if the gas composition and pressure levels in the chamber are ideal. This will reduce the impact of heat on the generation of power.<br />
* Consider setting the first filter of the loop to plasma. The supermatter produces plasma, which can be collected and used to refill the radiation collectors if the round goes on for too long.<br />
* The gas loop isn't that efficient at roundstart! Consider tuning it to run better by replacing some of the pumps with volume pumps or adding better cooling.<br />
* Gasses leaving the SM go straight to the heat exchangers then to the filters, this means you cool all your gasses and then remove gasses. If you filter first you can get improved cooling (since you don't waste energy cooling unused gas) allowing for more dangerous gasses to be used easier.<br />
* Plasma is terrible inside of the SM, potentially worse than Carbon Dioxide. Despite being terrible inside the chamber, you can use it on the outside as a coolant.<br />
* Producing loads of power sounds great, but as soon as you go over 5000 MeV/cm³ anomalies will start forming rapidly and the SM will likely delaminate.<br />
* You can place 2 heat exchange pipes on one tile as long as one is horizontal and one is vertical, double the cooling power!<br />
<br><br />
''' Coolant Loop - Hard Mode '''<br><br />
Are you a '''ROBUST''' engineer? Do you WANT to be? If you want a more difficult setup, replace all gas pumps by turning them off, unwrenching them [[File:wrench.png]], then using a Rapid Pipe Dispenser [[File:Rpd.png]] to replace the pumps with straight pipe. To select the proper pipe, you must click the RPD in hand to open the menu. When doing this, also unwrench and straight pipe all gas pumps labelled "bypass". EVERY pump should be straight piped.<br />
:'''Why:''' By removing the gas pumps you are effectively delimiting the circulation of the coolant. Gas escapes immediately and enters nearly-immediately. This is a "hard mode" setup because it cools substantially faster but also delaminates substantially faster. You can save a dying engine in single-digit integrities by straight piping the loop and adding coolant. When doing this setup, bypasses are no longer required, as gas exists ubiquitously throughout the system. The straight-piped bypasses then work as additional layers of security in the setup, ensuring gas flow and preventing leaks.<br />
<br><br />
''' But I don't want to experiment! '''<br><br />
# Grab N2O canisters from atmospherics<br />
# Set one of the filters to allow N2O<br />
# Wrench the N2O canister into place<br />
# ???<br />
# Profit<br />
OR <br />
# Add more reflectors<br />
# Add more emitters<br />
# ???<br />
# Profit<br />
== Troubleshooting AKA Oh god it's on fire what do I do!? ==<br />
[[File:Supermatterproblem.png|500px|right|alt=Supermatter Sabotage]]<br />
The supermatter's in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here's the answer.]<br />
===Handy Guide To SM Repair===<br />
Inspect the gas loop to confirm it is intact and operational.<br><br />
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.<br><br />
'''If any of the meters report an unusually high or low amount of gas, then you're close to finding the issue!'''<br />
<br />
Common gas loop failures include:<br />
* Gas pumps are OFF or left on the wrong pressure (Crank them up to 4500kpa!).<br />
* Gas filters are OFF or set to the wrong gas. '''Remember!''' Filters do not allow ANY gas to pass through if they're turned off! If you don't wish to filter anything, leave them online but set to filter nothing.<br />
* Part of the coolant loop has been broken or unwrenched. You must don a space-worthy suit and go fix it! This may mean wrenching it back or recreating it with your RPD [[File:Rpd.png]].<br />
* Supermatter chamber air alarm [[File:AirAlarm.png]] has the vents improperly configured. Set them to internal, turn off external, make sure ON is toggled.<br />
* Supermatter chamber scrubbers not siphoning or turned off. Set to siphoning, expanded range, and ON.<br />
* One of the pipes has been broken or unwrenched. You can easily put it back in place with a wrench [[File:Wrench.png]] or recreate it with your RPD.<br />
* Too much gas for standard setup! Remember that gas pumps are the lowest tier for circulation. If a section has too high of a pressure, the pumps cannot push anything more into it! This will cause a slow delamination.<br />
* Too little gas! The more (cold) gas there is, the faster the gas will be able to siphon heat away from the crystal. A supermatter crystal in near-vacuum is just looking for an excuse to overheat.<br />
* One or all of the tiles around the crystal is missing! This will siphon gases directly into space. Make sure they're built, replace any piping that might have existed there.<br />
* The tile under the crystal is missing! Call the shuttle. Don't even attempt to put your hands near that thing!<br />
* Did you set one of the air filters to N2O, as stated earlier in the guide? Bringing a container of N2O [[File:N2O_Canister.png]] from atmospherics can extinguish flames inside the chamber without needing to risk firefighting. It also increases the power output of the SM!<br />
== Sabotaging the Supermatter ==<br />
Want to sabotage the crystal but can't figure out how to pull it off? Here are some pointers and hints:<br />
=== General hints ===<br />
*You can break the APC of the room to stop all pipes and scrubbers from working.<br />
*Cut cameras near the engine.<br />
*Straight piping the supermatter coolant loop greatly increases the rate of delamination. It can also be saved easier, so ensure it is not corrected fast. A non-robust engineering department is doomed.<br />
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They'll still appear to be working.<br />
*Taking out all the engineers before attempting a delamination helps a lot.<br />
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.<br />
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.<br />
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.<br />
*With a little bit of tinkering, you can sabotage the station's distribution loop by having the waste plasma get filtered to distribution.<br />
=== Regular delamination ===<br />
These are the easiest to pull off and require no special conditions. You can cause a normal delamination by:<br />
*Turning down or turning off gas pumps<br />
*Turning off or changing the gas on a gas filter<br />
*Unwrenching any pipe. '''Note:''' This will usually expel gases inside.<br />
*Shooting guns at the crystal is extremely effective, but it's likely that you'll end up in the blast.<br />
*Disabling the scrubbers or vents in the air alarm.<br />
*Adding a very harmful gas like plasma, but make sure you have the gas filters set to allow it in circulation first.<br />
*'''Stealth sabotage:''' Unwrench a portion of the space loop. Generally, no one looks in space to correct this, and it is not obvious a piece is not connected.<br />
=== Overcharged delamination ===<br />
This kind of delamination requires careful gas management but is faster, far more destructive and there's a good chance it will irradiate, burn and shock the engineers who are trying to fix it.<br />
#Wear as much radiation protection as you can. Hide or destroy the rest.<br />
#Wear insulated gloves so you are not shocked by arcs. Destroy any other gloves remaining.<br />
#Shut off all cameras.<br />
#Keep the emitters online and firing. Add extra emitters if possible. You can swipe an ID to lock them, but the wires can still be cut.<br />
#Break into atmos and configure pure CO2 to be sent to the engine coolant loop. A better way of doing this removing the pipe into atmos from space and rerouting it that so it cannot be turned off.<br />
#Now to start the delamination. Set all air filters to CO2.<br />
#If needed, enable the pipe of CO2 from atmos you configured earlier. <br />
#Access the air alarm and turn off scrubbers. Pump as much CO2 into the chamber as possible.<br />
#Sabotage entry to the room, and/or release plasma in the room around the SM chamber.<br />
#The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.<br />
#The engine will start broadcasting obvious and dire messages that something is very wrong over common radio frequencies. If comms are down, this is not a problem. '''Note:''' People carrying laptops can still see the engine status.<br />
#Stick around only long enough to ensure it is not stopped.<br />
=== Critical mass delamination ===<br />
A critical mass delam is one of the more difficult methods. It takes longer and there is a chance it reverts to an overcharged delamination. It follows the steps of the previous delamination, but instead we will be pumping plasma from atmospherics. The goal is to have 4 different harmful gases selected at the filters.<br />
#Get the gear.<br />
#Straight pipe the system.<br />
#Cut the cameras.<br />
#Select four different harmful gases - Oxygen, Plasma, Tritium, CO2.<br />
#Disable the scrubbers from the air alarm OR unwrench part of the pipe leading out.<br />
#Sabotage the room.<br />
#Stay close until it's too late to save.<br />
#Run like hell.<br />
== Cold gas, a glowy crystal, some lasers, and you: A deeper dive into the Supermatter Engine ==<br />
'''This is very rambly, but useful information will be given throughout. It's recommended to read it all, as it covers critical aspects of atmospherics functionality and, thus, the Supermatter. But ff you just want the conclusion on a whole lot of theory, skim read the bulk of it but pay attention at the end.'''<br />
===The basics of gas. Rule 0 of atmospherics and the Supermatter===<br />
First things first, and extremely importantly: gas does not work like you think it does.<br />
<br />
A common, and reasonable, misconception is that gas flows. In atmospherics, gas does not move from one pipe to another. Instead, gas “Exists omnipresently within a pipenetwork”. What this means is that gas within a pipenetwork (commonly referred to as just a pipenet) exists in perfect equilibrium of both gas and temperature. If you have a pipenetwork from one end of the universe to the other, and added let’s say 1 mole of oxygen, then there would immediately be gas at the other end of the universe. Every single pipe would have the exact same gas, at the exact same pressure, at the exact same temperature. Say we then add some N2O, then the exact same thing would happen. The gas, mixed perfectly with the oxygen, across every single pipe.<br />
<br />
Now it’s important to clarify what exactly a pipenetwork is. A pipenetwork is any connection of pipes wherein a pipe can be traced to another pipe via at least 1 pipe. So it doesn’t matter how many pumps you have between your pipes if even 1 length of pipes can be traced around those pumps. At which point, it’s part of the same pipenetwork, and the pump is irrelevant.<br />
<br />
This might sound a little weird. To clarify, don’t think of pipes like a method of transport. Nothing travels through pipes. Think of pipes like a container for gas.<br />
<br />
For this, I like to use the basin analogy. Imagine you have 3 things: A basin or bucket or something similar, a cup, and some liquid. The pipes are the basin, the cups are the pumps, and the liquid is the gas. If you add something into the basin, it doesn’t travel in a direction towards the next area, it simply enters equilibrium with the rest of the contents (please ignore brownian motion for this analogy. If you don’t know what this is, good, it’s not helpful here). If you want to move something from one basin to another, you dip a cup in and pour it into the next basin. That’s how pumps work. They, like the cup, move the contents from one container to another in bulk loads.<br />
<br />
Call back to what I said about pipenetworks and pumps a moment ago. Having a pump inside of a pipenetwork is like using your cup to take out of the basin and pour back into it. It accomplishes nothing, because the contents aren’t changing.<br />
<br />
So with this in mind, how does clogging occur?<br />
<br />
<br />
=== A horror story of pumps and hot gas ===<br />
Pipes do not clog, period. Filters clog, pumps clog, scrubbers clog, vents can clog (depending on settings). But pipes, however, do not. There is no upper limit on the pressure of pipes. A pipe, in theory, can store infinite pressure and, thus, infinite gas.<br />
<br />
However, there is an upper limit on what pressure pumps, filters, and scrubbers can get into pipes. This may sound similar, but it has large consequences.<br />
<br />
For example, a pressure pump has a maximum pressure of 4,500 kPa. That means that every time it pumps gas, it can move up to but no more than 4,500 kPa of that gas. It also means that if the pressure of the pipenetwork it’s pumping into is equal to or greater than that value, it will be unable to move the gas. This is referred to as a pump becoming backed up or clogged. <br />
[[File:Supermatterboxnew_pipenet.png|650px|right]]<br />
To the right you'll find an image used earlier in this guide, but it is updated to show the separate pipenetworks the roundstart Supermatter has on Box station. Each of these pipenetworks is separate, but are in perfect equilibrium within themselves. So if you checked the gas in the green pipenetwork, it doesn’t matter where you checked, it would display the same. Likewise, the blue pipenet may be different than the green pipenet. But everywhere in the blue pipenetwork you check would, again, be identical to anywhere else in the blue pipenetwork.<br />
<br />
But dear Mr. Guide Writer, why does this matter, at all? Why show me just how many pipenetworks exist in the round start setup, what does it matter? Two reasons.<br />
* Pumps, filters, and mixers do not efficiently pump connected pipenetworks at all. <br />
* Gas. as mentioned earlier, is always evenly spread through a pipenetwork and without direction to it. (“Gas exists omnipresently within a pipenetwork”)<br />
Let's start with the first thing, pumps. All types of pumps (not filters and mixers and the like) have 200L volume in the small bit of pipe before them, and 200L in the small bit of pipe after them. As such, a volume pump pumps all the gas that is in that node to the other side of the pump, per second (the maximum pump rate for volume pumps is 200L/s). As such, if a pipe network has 2000L of volume, connected to a volume pump that is pumping at its max rate, it will pump 1/10th of all gas in the network, per second. However, you also have to take into account that it's always 1/10th of the gas that is in the pipes, as such, pumps will pump less moles of gas per second as there is less and less gas in the network before the pump. <br />
<br />
Put simply, pumps exist to restrict and direct gas by their very nature. If you need to move gas from one place to another quickly, adding a pump will only slow it down. Starting to see where this is going? Well, there’s another reason pumps are bad, and it ties back in to the previous section.<br />
<br />
Pumps have an upper-pressure limit, same for filters and mixers. For the gas pump, and the others, the pressure limit is plain to see, 4500 kPa. However, the volume pump also has a pressure limit, rated at 9000 kPa. Scrubbers in fact also have a pressure limit, sitting around 5200 kPa. <br />
<br />
Gas pumps and mixers are especially poor, as their pumping slows down the closer they get to their pressure limit. <br />
<br />
What does this mean for the Supermatter, especially in case of delamination? Well, the room is probably on fire, so the gas has expanded, which in turn makes it far more pressurized. The knock-on effect? Follow along with the image to the right. We’re starting at the left side of the central Supermatter chamber. The yellow pipenet before the red.<br />
* Yellow: First, the scrubbers work their butt off to get to their pressure limit. The gas is hot, so that doesn't take very much. <br />
<br />
* Red: While this happens, a gas pump takes the tiny amount of moles in the pipenetwork the scrubbers are connected to and shoves a small amount of it into the pipenetwork beyond it. Slowing down even further, as the gas is so hot it easily reaches the pressure limit.<br />
<br />
* Blue: This then reaches the filter, which again tries to pump the small amount of moles beyond it, with another case of pressure limit slowness and the fact, not all gas is available for pumping at any moment. <br />
Repeat the above for all the following pumps. Add to this the fact that the Supermatter produces plasma and oxygen, which are reacting with each other and burning in the pipes, likely pushing the pressure above the limits of what the pumps can handle and... well you got the point right? That’s what happening to your pumps every single time the Supermatter ignites.<br />
<br />
Well, that all sounded horrid, how can we prevent this?<br />
<br />
<br />
=== How removing pumps made me a billionaire ===<br />
The title gives it away, really. You want to replace most pumps you can find with either straight pipes, or with valves to allow for easier modification and changing where the gas goes on the fly. ESPECIALLY THE FILTER NEEDS TO EITHER BE REMOVED OR UTILISED PROPERLY IN THE CASE OF A DELAMINATION OR WHEN OPTIMISING. <br />
<br />
Now, to explain why this is the proper option in most cases. As mentioned continuously, gas in a network is always evenly spread through all connected pipe. it's always the same ratio of gasses, it's always the same temperature. It’s always in perfect equilibrium in every sense of the word.<br />
<br />
If you’ve been following along, then you likely know what this means. By replacing all the pumps up to the space loop with pipes, clogging is no longer an issue. The gas will leave the supermatter and immediately be cooled by space. No delay, no travelling, because the pipe connected to the scrubber holds the exact same amount, temperature, etc as any of the pipes in the space loop (marked as Green)<br />
<br />
But, why stop there? You already know that gas doesn’t travel inside of pipenetworks, so these other two pumps (Blue to Red | Green to Red) aren’t actually assisting in cooling after all* (There will be a small note at the end of this section) so why not simply replace them with pipes? Well, that has an added bonus. In a standard setup, or any setup which stops gas flowing from Blue to Red, the only connection between the gas return filters (Green circled filters at the bottom) is the heat exchange pipes in the space loop. If somewhere were to cut one, then the gas could no longer reach the return filters. Eventually the supermatter would run out of coolant, and a delam would begin.<br />
<br />
But, say those pumps were both turned into pipes. Well, then cutting a single pipe in the space loop would do next to nothing. We’d lose the gas from that one cut pipe, but the rest of the piping is still connected, and the engine continues safely. You won’t even notice the change.<br />
<br />
“Wait!” you may be thinking, “the pipes will leak!”<br />
<br />
Thankfully, that makes far too much sense for atmospherics. Pipes don’t leak. At all. Now, the gas that was within that specific pipe will be expelled into the air, yes. But the gas from other pipes can and will not exit out of the newly made ‘opening’, if you can call it that.<br />
<br />
So that’s two very nice bonuses. Gas is immediately cooled, and the supermatter is harder to tamper with. It’d would be fine if that was all these changes gave us. There’s one more nice bonus, though.<br />
<br />
The volume of the pipenetwork is increased massively. Pumps, as we’ve discussed, have a pressure limit. The greater the number of pipes in front of a pump, the greater the volume that the pump perceives, and the more gas it can put in. Put simply, if you have a single pipe of 4,500 kPa, a pressure pump cannot continue pumping. Add another pipe, and suddenly it’s 2,250 kPa each, and the pressure pump will continue until both pipes are 4,500 kPa. Every time a pipe is added, the ‘capacity’ increases. By replacing all these pumps with pipes you have changed a number of pipenetworks of only 10-20 each to a full pipenetwork of 50+. Suddenly the scrubbers don’t have to worry about pressure as much, especially on top of the instant cooling.<br />
<br />
Lastly, though only vaguely related, keep your vents on internal 0, not on external 5000. Vents do not actually have a pressure limit at all. They can continue to add pressure constantly, however, they do work faster if the chamber they are connected to is lower pressure, and the gas they're pumping is cold, but this is always true. Essentially, vents pump a static amount of pressure when they're at maximum speed. If nothing very, very strange is happening, the gas that the vents are attempting to pump in is colder than what is in the chamber, as it already went through the cooling part of the pipes. As such, having the vents on internal 0, and with it, always pumping the hardest they can, they are adding gas that is colder than what is currently in the chamber itself. This contributes to the cooling down of the chamber, and is often enough to prevent a heat delamination by itself.<br />
<br />
External 5000 suffers from the same issues as a pump does, vents will completely stop pumping in gas when the room it is trying to pump into is 5000 kPa or above, which happens fairly quickly in a small room that is white hot. So remember, internal 0, unless there is too much gas in the room (see singularity delamination).<br />
<br />
<nowiki>*</nowiki> ''The small note at the end of the section:'' You can consider placing restrictive pumps in certain areas so hot gas can't travel through quickly and give it more time to cool, though there are often better ways to do this that are less dangerous. Still, the option is there. <br />
<br />
<br />
=== Breaking the laws of thermodynamics and a final word ===<br />
Freezers. That is all. Freezers are magical machines that break the laws of thermodynamics by even existing and work to extremely quickly heat or cool gas to the temperature they are set at. They are much, much quicker than space could ever hope to be when upgraded, and even colder. Space, at its coldest, is about 26K. Freezers can go as low as 2.7K when fully upgraded, and are much quicker at cooling.<br />
<br />
A word of warning, however. Freezers will attempt to change the temperature of the gas that is in them to the temperature it is set at, this seems obvious, but that also means it can heat gas. As space is around 26K, and unupgraded freezers only go to 73.15K. As the gas is returning from space, this will often serve the heat the gas. However, as 73.15K is still far cooler than any worrisome temperature for the Supermatter, it’s worth considering leaving them on depending on your setup. As during a delam, gas can return from the space loop still warmer than you’d like it, and it adds a second layer of security just in case. Especially if something… Unfortunate happens to the piping out there.<br />
<br />
If you somehow read through all that, I very strongly applaud you, and I applaud you on likely becoming an engineer that is a few times less clueless. Despite all the things you now may know, there is a lot to experiment with, and lots of ways left to mess up in spectacular ways. Try to keep learning more and more as you go, and good luck in your attempts to not blow up the station.<br />
[[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32663Changeling2020-11-28T17:14:09Z<p>Ethnius: /* Objective */</p>
<hr />
<div>{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis.<br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
===Objective===<br />
Changelings may have the following objectives:<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
This is a free evolution and costs 20 chemicals to use. For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headcrab; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals but stops chemical generation.<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect to other changelings trough a hidden chat only accessible to those who have also selected this evolution. Changelings without this evolution will be alerted with a minor notification that others are using the evolution.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Costs 1 evolution point and uses 10 chemicals<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
Costs 2 evolution points and uses 10 chemicals.<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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. Those with ear protection will be unaffected<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Talk:Changeling&diff=32483Talk:Changeling2020-10-17T09:19:06Z<p>Ethnius: </p>
<hr />
<div>There might still be some things I missed, but this is mostly updated to date <br />
~[[User:Ethnius|Ethnius]] ([[User talk:Ethnius|talk]]) 09:17, 17 October 2020 (UTC)</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Talk:Changeling&diff=32482Talk:Changeling2020-10-17T09:18:54Z<p>Ethnius: </p>
<hr />
<div>There might still be some things I missed, but this is mostly updated to date <br />
[[User:Ethnius|Ethnius]] ([[User talk:Ethnius|talk]]) 09:17, 17 October 2020 (UTC)</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Talk:Maps&diff=32481Talk:Maps2020-10-17T09:18:20Z<p>Ethnius: </p>
<hr />
<div>I am getting a 404 when I click the metastation image.<br />
By the way, last we checked, we needed a new metastation image. If the 404 is only on my end (???) then add the template:<br />
<br />
[[User:Iatots|Iatots]] ([[User talk:Iatots|talk]]) 15:42, 23 January 2017 (UTC)<br />
<br />
Removed revision needed tag, this was corrected long ago.<br />
--[[User:Bobbahbrown|Bobbahbrown]] ([[User talk:Bobbahbrown|talk]]) 13:26, 31 January 2019 (UTC)<br />
<br />
Removed Kilo and Donut from the section of those in rotation but I have no idea how to edit the top part that says its in rotation<br />
[[User:Ethnius|Ethnius]] ([[User talk:Ethnius|talk]]) 09:17, 17 October 2020 (UTC)</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Maps&diff=32480Maps2020-10-17T09:15:30Z<p>Ethnius: /* In Rotation Maps */</p>
<hr />
<div>{{Maps}}<br />
<br />
== Map Rotation ==<br />
The server currently uses a unique map rotation feature that will swap between maps based on player map preferences, these being located in your character setup page. The game is weighed to use Boxstation as the default station but will, depending on player preferences and how long the current round has lasted, have a higher chance to use another map.<br />
<br />
The current, and next selected, map information are located in the 'Status' tab.<br />
<br />
= In Rotation Maps =<br />
These maps are currently in rotation, and can be selected and played on.<br />
<br />
== [[BoxStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Boxstation.png|400px]]<br />
|'''BoxStation''' is widely regarded as the "official" map of SS13. It may be confusing at first, but it is actually neatly organized, so that every department gets their own wing. The Command Sector is in a centralized location, holding the [[Bridge]], the [[Gravity Generator]] and the [[AI Upload]]. Other departments extend out into various wings around the command sector.<br />
|Notes<br />
* The map has been used consistently on /tg/station since 2010.<br />
* The station is heavily central on the starboard wing -- all the action happens there.<br />
* There are several small crevices to perform distasteful acts.<br />
* Maintenance is designed to provide an outer shell to most of the station.<br />
* All locations information on this wiki is sourced from Box station.<br />
|}<br />
<br />
== [[MetaStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:MetaStation.png|400px]]<br />
|'''[[MetaStation]]''' is a fully-functioning map available on the /tg/ codebase as an alternative to BoxStation. It is currently available on both Sibyl and Basil, if players vote it in using the map-vote system. It was previously the default map on the /tg/ servers Badger and later Basil, and various edited versions have run on NoxStation, /vg/, and Paradise Station. <br />
<br />
MetaStation ran on Basil for a long time and has been tested extensively, being generally well received. It is largely maintained and updated by '''[[User:Metacide|Metacide]]''', though it uses the work of many others, and has been worked on by various other people who have updated and maintained the map over its history.<br />
|Notes<br />
* It is geared towards higher populations than BoxStation.<br />
* Key areas are more evenly spread to reduce local overcrowding.<br />
* It feels much more open, attacks in public are harder to get away with.<br />
* It has a large maintenance system covering most of the station, useful for stealthier tactics.<br />
* There are in-game maps and direction signposts on the walls of the station to help you find your way.<br />
* The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge.<br />
* '''Feedback is welcome''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=3090 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[PubbyStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:PubbyStation.png|300px]]<br />
|'''PubbyStation''' is a map inspired by Box and Meta but smaller and pure, it was created by pubby.<br />
|Notes<br />
* The map plays best with 20-40 players.<br />
* The Chaplain and Curator get an entire space monastery.<br />
* PubbyStation is the only in-rotation map that still uses the [[Singularity Engine|Singularity]]/[[Tesla Engine|Tesla]] Engine.<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=7937 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[DeltaStation]] == <br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Deltastation.png|300px]]<br />
|'''DeltaStation''' is a map heavily influenced by Meta and Box, with a large centralized bridge area. Intended for higher populations, the map features a more fleshed out and spacious interior lushly decorated and accomodating a large number of potted plants. A large maintenance with a number of useful half-built rooms and areas give antagonists a large variety of spacious areas to make their on station bases and hiding places. It is currently maintained by Okand37, though others are welcome to suggest additions and edits.<br />
|Notes<br />
* This map is best suited for 50+ players.<br />
* An expansive maintenance is included with this station, largely recognized as a 'second station' with a number of areas, tools, items and machines.<br />
* The [[Supermatter]] is located in [[Atmospherics]].<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=7172&view=unread&sid=e1da7bbdf9bae9a44a6e96ed9364e4b7#p233302 in this thread] on the tgstation forums.<br />
|}<br />
<br />
=Not in rotation but still important=<br />
These maps either aid in maintaining the game or will be added in the future.<br />
<br />
== [[RuntimeStation]] ==<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:RuntimeStation.png|300px]]<br />
|'''Runtime Station''' designed to test new features without having to load a whole new station every time.<br />
|Notes<br />
* All doors bear no access.<br />
* Has a simple engine room.<br />
* Has two large testing areas.<br />
* Spawns with fully equipped medical/RnD/engineering areas and a rudimentary atmos setup (no scrubbers).<br />
* Roundstart mice spawns and space/lavaland ruins can be disabled in config.<br />
|}<br />
[[Category:Maps]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Maps&diff=32479Maps2020-10-17T09:06:15Z<p>Ethnius: /* Kilostation */</p>
<hr />
<div>{{Maps}}<br />
<br />
== Map Rotation ==<br />
The server currently uses a unique map rotation feature that will swap between maps based on player map preferences, these being located in your character setup page. The game is weighed to use Boxstation as the default station but will, depending on player preferences and how long the current round has lasted, have a higher chance to use another map.<br />
<br />
The current, and next selected, map information are located in the 'Status' tab.<br />
<br />
= In Rotation Maps =<br />
These maps are currently in rotation, and can be selected and played on.<br />
<br />
== [[BoxStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Boxstation.png|400px]]<br />
|'''BoxStation''' is widely regarded as the "official" map of SS13. It may be confusing at first, but it is actually neatly organized, so that every department gets their own wing. The Command Sector is in a centralized location, holding the [[Bridge]], the [[Gravity Generator]] and the [[AI Upload]]. Other departments extend out into various wings around the command sector.<br />
|Notes<br />
* The map has been used consistently on /tg/station since 2010.<br />
* The station is heavily central on the starboard wing -- all the action happens there.<br />
* There are several small crevices to perform distasteful acts.<br />
* Maintenance is designed to provide an outer shell to most of the station.<br />
* All locations information on this wiki is sourced from Box station.<br />
|}<br />
<br />
== [[MetaStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:MetaStation.png|400px]]<br />
|'''[[MetaStation]]''' is a fully-functioning map available on the /tg/ codebase as an alternative to BoxStation. It is currently available on both Sibyl and Basil, if players vote it in using the map-vote system. It was previously the default map on the /tg/ servers Badger and later Basil, and various edited versions have run on NoxStation, /vg/, and Paradise Station. <br />
<br />
MetaStation ran on Basil for a long time and has been tested extensively, being generally well received. It is largely maintained and updated by '''[[User:Metacide|Metacide]]''', though it uses the work of many others, and has been worked on by various other people who have updated and maintained the map over its history.<br />
|Notes<br />
* It is geared towards higher populations than BoxStation.<br />
* Key areas are more evenly spread to reduce local overcrowding.<br />
* It feels much more open, attacks in public are harder to get away with.<br />
* It has a large maintenance system covering most of the station, useful for stealthier tactics.<br />
* There are in-game maps and direction signposts on the walls of the station to help you find your way.<br />
* The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge.<br />
* '''Feedback is welcome''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=3090 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[PubbyStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:PubbyStation.png|300px]]<br />
|'''PubbyStation''' is a map inspired by Box and Meta but smaller and pure, it was created by pubby.<br />
|Notes<br />
* The map plays best with 20-40 players.<br />
* The Chaplain and Curator get an entire space monastery.<br />
* PubbyStation is the only in-rotation map that still uses the [[Singularity Engine|Singularity]]/[[Tesla Engine|Tesla]] Engine.<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=7937 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[DeltaStation]] == <br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Deltastation.png|300px]]<br />
|'''DeltaStation''' is a map heavily influenced by Meta and Box, with a large centralized bridge area. Intended for higher populations, the map features a more fleshed out and spacious interior lushly decorated and accomodating a large number of potted plants. A large maintenance with a number of useful half-built rooms and areas give antagonists a large variety of spacious areas to make their on station bases and hiding places. It is currently maintained by Okand37, though others are welcome to suggest additions and edits.<br />
|Notes<br />
* This map is best suited for 50+ players.<br />
* An expansive maintenance is included with this station, largely recognized as a 'second station' with a number of areas, tools, items and machines.<br />
* The [[Supermatter]] is located in [[Atmospherics]].<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=7172&view=unread&sid=e1da7bbdf9bae9a44a6e96ed9364e4b7#p233302 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[Donutstation]] == <br />
<br />
<s>{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Donut7-28-19.png|300px]]<br />
|'''Donutstation''' is a faithful modernization of the Goon classic, brought to /tg/station13. A large, circular hallway connects every department meaning that you'll eventually find what department you're looking for if you keep going in one direction. All escape pods can be found in the maintenance sections of each major department, same with various surplus supplies for each department.<br />
|Notes<br />
* This map is best suited for medium/high population.<br />
* A large circular design with a supermatter engine isolated in the middle as a separate satellite.<br />
* Telecomms and AI are on separate satellites on the southern half of the station.<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=20050 in this thread] on the tgstation forums.<br />
|} </s><br />
<br />
== [[Kilostation]] == <br />
<br />
<s>{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
!<br />
[[File:Canvas.png|thumb]]<br />
|'''Kilostation''' is a rather new map, being brought to Beestation fairly recently. Although rather small, the maintenance sections are rather expansive and varied, with things ranging from a mad, saw-wielding cat surgeon to a full on space bear. The station itself is primarily built on an asteroid, with the AI sat and an auxiliary solar built on separate asteroids. The escape pods, for the most part, are hidden in maint, so you may need to use a map to find them.<br />
|Notes<br />
*The central hallway provides access to most departments, with security and engineering being on their own separate halls.<br />
*Due to it's rather small nature, it is used predominantly for low population rounds.<br />
*The upload chamber is connected to both the bridge and the main hall.<br />
*Suggestions for improving the map are appreciated and should be sent to the beestation discord.<br />
|} </s><br />
<br />
=== Both Donut and Kilo have been removed from rotation due to lack of maintenance ===<br />
<br />
=Not in rotation but still important=<br />
These maps either aid in maintaining the game or will be added in the future.<br />
<br />
== [[RuntimeStation]] ==<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:RuntimeStation.png|300px]]<br />
|'''Runtime Station''' designed to test new features without having to load a whole new station every time.<br />
|Notes<br />
* All doors bear no access.<br />
* Has a simple engine room.<br />
* Has two large testing areas.<br />
* Spawns with fully equipped medical/RnD/engineering areas and a rudimentary atmos setup (no scrubbers).<br />
* Roundstart mice spawns and space/lavaland ruins can be disabled in config.<br />
|}<br />
[[Category:Maps]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Maps&diff=32478Maps2020-10-17T09:05:25Z<p>Ethnius: /* Kilostation */</p>
<hr />
<div>{{Maps}}<br />
<br />
== Map Rotation ==<br />
The server currently uses a unique map rotation feature that will swap between maps based on player map preferences, these being located in your character setup page. The game is weighed to use Boxstation as the default station but will, depending on player preferences and how long the current round has lasted, have a higher chance to use another map.<br />
<br />
The current, and next selected, map information are located in the 'Status' tab.<br />
<br />
= In Rotation Maps =<br />
These maps are currently in rotation, and can be selected and played on.<br />
<br />
== [[BoxStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Boxstation.png|400px]]<br />
|'''BoxStation''' is widely regarded as the "official" map of SS13. It may be confusing at first, but it is actually neatly organized, so that every department gets their own wing. The Command Sector is in a centralized location, holding the [[Bridge]], the [[Gravity Generator]] and the [[AI Upload]]. Other departments extend out into various wings around the command sector.<br />
|Notes<br />
* The map has been used consistently on /tg/station since 2010.<br />
* The station is heavily central on the starboard wing -- all the action happens there.<br />
* There are several small crevices to perform distasteful acts.<br />
* Maintenance is designed to provide an outer shell to most of the station.<br />
* All locations information on this wiki is sourced from Box station.<br />
|}<br />
<br />
== [[MetaStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:MetaStation.png|400px]]<br />
|'''[[MetaStation]]''' is a fully-functioning map available on the /tg/ codebase as an alternative to BoxStation. It is currently available on both Sibyl and Basil, if players vote it in using the map-vote system. It was previously the default map on the /tg/ servers Badger and later Basil, and various edited versions have run on NoxStation, /vg/, and Paradise Station. <br />
<br />
MetaStation ran on Basil for a long time and has been tested extensively, being generally well received. It is largely maintained and updated by '''[[User:Metacide|Metacide]]''', though it uses the work of many others, and has been worked on by various other people who have updated and maintained the map over its history.<br />
|Notes<br />
* It is geared towards higher populations than BoxStation.<br />
* Key areas are more evenly spread to reduce local overcrowding.<br />
* It feels much more open, attacks in public are harder to get away with.<br />
* It has a large maintenance system covering most of the station, useful for stealthier tactics.<br />
* There are in-game maps and direction signposts on the walls of the station to help you find your way.<br />
* The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge.<br />
* '''Feedback is welcome''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=3090 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[PubbyStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:PubbyStation.png|300px]]<br />
|'''PubbyStation''' is a map inspired by Box and Meta but smaller and pure, it was created by pubby.<br />
|Notes<br />
* The map plays best with 20-40 players.<br />
* The Chaplain and Curator get an entire space monastery.<br />
* PubbyStation is the only in-rotation map that still uses the [[Singularity Engine|Singularity]]/[[Tesla Engine|Tesla]] Engine.<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=7937 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[DeltaStation]] == <br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Deltastation.png|300px]]<br />
|'''DeltaStation''' is a map heavily influenced by Meta and Box, with a large centralized bridge area. Intended for higher populations, the map features a more fleshed out and spacious interior lushly decorated and accomodating a large number of potted plants. A large maintenance with a number of useful half-built rooms and areas give antagonists a large variety of spacious areas to make their on station bases and hiding places. It is currently maintained by Okand37, though others are welcome to suggest additions and edits.<br />
|Notes<br />
* This map is best suited for 50+ players.<br />
* An expansive maintenance is included with this station, largely recognized as a 'second station' with a number of areas, tools, items and machines.<br />
* The [[Supermatter]] is located in [[Atmospherics]].<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=7172&view=unread&sid=e1da7bbdf9bae9a44a6e96ed9364e4b7#p233302 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[Donutstation]] == <br />
<br />
<s>{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Donut7-28-19.png|300px]]<br />
|'''Donutstation''' is a faithful modernization of the Goon classic, brought to /tg/station13. A large, circular hallway connects every department meaning that you'll eventually find what department you're looking for if you keep going in one direction. All escape pods can be found in the maintenance sections of each major department, same with various surplus supplies for each department.<br />
|Notes<br />
* This map is best suited for medium/high population.<br />
* A large circular design with a supermatter engine isolated in the middle as a separate satellite.<br />
* Telecomms and AI are on separate satellites on the southern half of the station.<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=20050 in this thread] on the tgstation forums.<br />
|} </s><br />
<br />
== [[Kilostation]] == <br />
<br />
<s>{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
!<br />
[[File:Canvas.png|thumb]]<br />
|'''Kilostation''' is a rather new map, being brought to Beestation fairly recently. Although rather small, the maintenance sections are rather expansive and varied, with things ranging from a mad, saw-wielding cat surgeon to a full on space bear. The station itself is primarily built on an asteroid, with the AI sat and an auxiliary solar built on separate asteroids. The escape pods, for the most part, are hidden in maint, so you may need to use a map to find them.<br />
|Notes<br />
*The central hallway provides access to most departments, with security and engineering being on their own separate halls.<br />
*Due to it's rather small nature, it is used predominantly for low population rounds.<br />
*The upload chamber is connected to both the bridge and the main hall.<br />
*Suggestions for improving the map are appreciated and should be sent to the beestation discord.<br />
|} </s><br />
<br />
=Not in rotation but still important=<br />
These maps either aid in maintaining the game or will be added in the future.<br />
<br />
== [[RuntimeStation]] ==<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:RuntimeStation.png|300px]]<br />
|'''Runtime Station''' designed to test new features without having to load a whole new station every time.<br />
|Notes<br />
* All doors bear no access.<br />
* Has a simple engine room.<br />
* Has two large testing areas.<br />
* Spawns with fully equipped medical/RnD/engineering areas and a rudimentary atmos setup (no scrubbers).<br />
* Roundstart mice spawns and space/lavaland ruins can be disabled in config.<br />
|}<br />
[[Category:Maps]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Maps&diff=32477Maps2020-10-17T09:05:07Z<p>Ethnius: /* Donutstation */</p>
<hr />
<div>{{Maps}}<br />
<br />
== Map Rotation ==<br />
The server currently uses a unique map rotation feature that will swap between maps based on player map preferences, these being located in your character setup page. The game is weighed to use Boxstation as the default station but will, depending on player preferences and how long the current round has lasted, have a higher chance to use another map.<br />
<br />
The current, and next selected, map information are located in the 'Status' tab.<br />
<br />
= In Rotation Maps =<br />
These maps are currently in rotation, and can be selected and played on.<br />
<br />
== [[BoxStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Boxstation.png|400px]]<br />
|'''BoxStation''' is widely regarded as the "official" map of SS13. It may be confusing at first, but it is actually neatly organized, so that every department gets their own wing. The Command Sector is in a centralized location, holding the [[Bridge]], the [[Gravity Generator]] and the [[AI Upload]]. Other departments extend out into various wings around the command sector.<br />
|Notes<br />
* The map has been used consistently on /tg/station since 2010.<br />
* The station is heavily central on the starboard wing -- all the action happens there.<br />
* There are several small crevices to perform distasteful acts.<br />
* Maintenance is designed to provide an outer shell to most of the station.<br />
* All locations information on this wiki is sourced from Box station.<br />
|}<br />
<br />
== [[MetaStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:MetaStation.png|400px]]<br />
|'''[[MetaStation]]''' is a fully-functioning map available on the /tg/ codebase as an alternative to BoxStation. It is currently available on both Sibyl and Basil, if players vote it in using the map-vote system. It was previously the default map on the /tg/ servers Badger and later Basil, and various edited versions have run on NoxStation, /vg/, and Paradise Station. <br />
<br />
MetaStation ran on Basil for a long time and has been tested extensively, being generally well received. It is largely maintained and updated by '''[[User:Metacide|Metacide]]''', though it uses the work of many others, and has been worked on by various other people who have updated and maintained the map over its history.<br />
|Notes<br />
* It is geared towards higher populations than BoxStation.<br />
* Key areas are more evenly spread to reduce local overcrowding.<br />
* It feels much more open, attacks in public are harder to get away with.<br />
* It has a large maintenance system covering most of the station, useful for stealthier tactics.<br />
* There are in-game maps and direction signposts on the walls of the station to help you find your way.<br />
* The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge.<br />
* '''Feedback is welcome''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=3090 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[PubbyStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:PubbyStation.png|300px]]<br />
|'''PubbyStation''' is a map inspired by Box and Meta but smaller and pure, it was created by pubby.<br />
|Notes<br />
* The map plays best with 20-40 players.<br />
* The Chaplain and Curator get an entire space monastery.<br />
* PubbyStation is the only in-rotation map that still uses the [[Singularity Engine|Singularity]]/[[Tesla Engine|Tesla]] Engine.<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=7937 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[DeltaStation]] == <br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Deltastation.png|300px]]<br />
|'''DeltaStation''' is a map heavily influenced by Meta and Box, with a large centralized bridge area. Intended for higher populations, the map features a more fleshed out and spacious interior lushly decorated and accomodating a large number of potted plants. A large maintenance with a number of useful half-built rooms and areas give antagonists a large variety of spacious areas to make their on station bases and hiding places. It is currently maintained by Okand37, though others are welcome to suggest additions and edits.<br />
|Notes<br />
* This map is best suited for 50+ players.<br />
* An expansive maintenance is included with this station, largely recognized as a 'second station' with a number of areas, tools, items and machines.<br />
* The [[Supermatter]] is located in [[Atmospherics]].<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=7172&view=unread&sid=e1da7bbdf9bae9a44a6e96ed9364e4b7#p233302 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[Donutstation]] == <br />
<br />
<s>{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Donut7-28-19.png|300px]]<br />
|'''Donutstation''' is a faithful modernization of the Goon classic, brought to /tg/station13. A large, circular hallway connects every department meaning that you'll eventually find what department you're looking for if you keep going in one direction. All escape pods can be found in the maintenance sections of each major department, same with various surplus supplies for each department.<br />
|Notes<br />
* This map is best suited for medium/high population.<br />
* A large circular design with a supermatter engine isolated in the middle as a separate satellite.<br />
* Telecomms and AI are on separate satellites on the southern half of the station.<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=20050 in this thread] on the tgstation forums.<br />
|} </s><br />
<br />
== [[Kilostation]] == <br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
!<br />
[[File:Canvas.png|thumb]]<br />
<s>|'''Kilostation''' is a rather new map, being brought to Beestation fairly recently. Although rather small, the maintenance sections are rather expansive and varied, with things ranging from a mad, saw-wielding cat surgeon to a full on space bear. The station itself is primarily built on an asteroid, with the AI sat and an auxiliary solar built on separate asteroids. The escape pods, for the most part, are hidden in maint, so you may need to use a map to find them.<br />
|Notes<br />
*The central hallway provides access to most departments, with security and engineering being on their own separate halls.<br />
*Due to it's rather small nature, it is used predominantly for low population rounds.<br />
*The upload chamber is connected to both the bridge and the main hall.<br />
*Suggestions for improving the map are appreciated and should be sent to the beestation discord.<br />
|} </s><br />
<br />
=Not in rotation but still important=<br />
These maps either aid in maintaining the game or will be added in the future.<br />
<br />
== [[RuntimeStation]] ==<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:RuntimeStation.png|300px]]<br />
|'''Runtime Station''' designed to test new features without having to load a whole new station every time.<br />
|Notes<br />
* All doors bear no access.<br />
* Has a simple engine room.<br />
* Has two large testing areas.<br />
* Spawns with fully equipped medical/RnD/engineering areas and a rudimentary atmos setup (no scrubbers).<br />
* Roundstart mice spawns and space/lavaland ruins can be disabled in config.<br />
|}<br />
[[Category:Maps]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Maps&diff=32476Maps2020-10-17T09:04:40Z<p>Ethnius: /* In Rotation Maps */</p>
<hr />
<div>{{Maps}}<br />
<br />
== Map Rotation ==<br />
The server currently uses a unique map rotation feature that will swap between maps based on player map preferences, these being located in your character setup page. The game is weighed to use Boxstation as the default station but will, depending on player preferences and how long the current round has lasted, have a higher chance to use another map.<br />
<br />
The current, and next selected, map information are located in the 'Status' tab.<br />
<br />
= In Rotation Maps =<br />
These maps are currently in rotation, and can be selected and played on.<br />
<br />
== [[BoxStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Boxstation.png|400px]]<br />
|'''BoxStation''' is widely regarded as the "official" map of SS13. It may be confusing at first, but it is actually neatly organized, so that every department gets their own wing. The Command Sector is in a centralized location, holding the [[Bridge]], the [[Gravity Generator]] and the [[AI Upload]]. Other departments extend out into various wings around the command sector.<br />
|Notes<br />
* The map has been used consistently on /tg/station since 2010.<br />
* The station is heavily central on the starboard wing -- all the action happens there.<br />
* There are several small crevices to perform distasteful acts.<br />
* Maintenance is designed to provide an outer shell to most of the station.<br />
* All locations information on this wiki is sourced from Box station.<br />
|}<br />
<br />
== [[MetaStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:MetaStation.png|400px]]<br />
|'''[[MetaStation]]''' is a fully-functioning map available on the /tg/ codebase as an alternative to BoxStation. It is currently available on both Sibyl and Basil, if players vote it in using the map-vote system. It was previously the default map on the /tg/ servers Badger and later Basil, and various edited versions have run on NoxStation, /vg/, and Paradise Station. <br />
<br />
MetaStation ran on Basil for a long time and has been tested extensively, being generally well received. It is largely maintained and updated by '''[[User:Metacide|Metacide]]''', though it uses the work of many others, and has been worked on by various other people who have updated and maintained the map over its history.<br />
|Notes<br />
* It is geared towards higher populations than BoxStation.<br />
* Key areas are more evenly spread to reduce local overcrowding.<br />
* It feels much more open, attacks in public are harder to get away with.<br />
* It has a large maintenance system covering most of the station, useful for stealthier tactics.<br />
* There are in-game maps and direction signposts on the walls of the station to help you find your way.<br />
* The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge.<br />
* '''Feedback is welcome''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=3090 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[PubbyStation]] ==<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:PubbyStation.png|300px]]<br />
|'''PubbyStation''' is a map inspired by Box and Meta but smaller and pure, it was created by pubby.<br />
|Notes<br />
* The map plays best with 20-40 players.<br />
* The Chaplain and Curator get an entire space monastery.<br />
* PubbyStation is the only in-rotation map that still uses the [[Singularity Engine|Singularity]]/[[Tesla Engine|Tesla]] Engine.<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=7937 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[DeltaStation]] == <br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Deltastation.png|300px]]<br />
|'''DeltaStation''' is a map heavily influenced by Meta and Box, with a large centralized bridge area. Intended for higher populations, the map features a more fleshed out and spacious interior lushly decorated and accomodating a large number of potted plants. A large maintenance with a number of useful half-built rooms and areas give antagonists a large variety of spacious areas to make their on station bases and hiding places. It is currently maintained by Okand37, though others are welcome to suggest additions and edits.<br />
|Notes<br />
* This map is best suited for 50+ players.<br />
* An expansive maintenance is included with this station, largely recognized as a 'second station' with a number of areas, tools, items and machines.<br />
* The [[Supermatter]] is located in [[Atmospherics]].<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=7172&view=unread&sid=e1da7bbdf9bae9a44a6e96ed9364e4b7#p233302 in this thread] on the tgstation forums.<br />
|}<br />
<br />
== [[Donutstation]] == <br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:Donut7-28-19.png|300px]]<br />
<s>|'''Donutstation''' is a faithful modernization of the Goon classic, brought to /tg/station13. A large, circular hallway connects every department meaning that you'll eventually find what department you're looking for if you keep going in one direction. All escape pods can be found in the maintenance sections of each major department, same with various surplus supplies for each department.<br />
|Notes<br />
* This map is best suited for medium/high population.<br />
* A large circular design with a supermatter engine isolated in the middle as a separate satellite.<br />
* Telecomms and AI are on separate satellites on the southern half of the station.<br />
* '''Feedback is welcomed''' [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=20050 in this thread] on the tgstation forums.<br />
|} </s><br />
<br />
== [[Kilostation]] == <br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
!<br />
[[File:Canvas.png|thumb]]<br />
<s>|'''Kilostation''' is a rather new map, being brought to Beestation fairly recently. Although rather small, the maintenance sections are rather expansive and varied, with things ranging from a mad, saw-wielding cat surgeon to a full on space bear. The station itself is primarily built on an asteroid, with the AI sat and an auxiliary solar built on separate asteroids. The escape pods, for the most part, are hidden in maint, so you may need to use a map to find them.<br />
|Notes<br />
*The central hallway provides access to most departments, with security and engineering being on their own separate halls.<br />
*Due to it's rather small nature, it is used predominantly for low population rounds.<br />
*The upload chamber is connected to both the bridge and the main hall.<br />
*Suggestions for improving the map are appreciated and should be sent to the beestation discord.<br />
|} </s><br />
<br />
=Not in rotation but still important=<br />
These maps either aid in maintaining the game or will be added in the future.<br />
<br />
== [[RuntimeStation]] ==<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"<br />
! scope="col" style="background-color:lightblue;" width=200|Map Image<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Information<br />
! scope="col" style="background-color:lightblue;" width=200|Additional Points<br />
|-<br />
![[File:RuntimeStation.png|300px]]<br />
|'''Runtime Station''' designed to test new features without having to load a whole new station every time.<br />
|Notes<br />
* All doors bear no access.<br />
* Has a simple engine room.<br />
* Has two large testing areas.<br />
* Spawns with fully equipped medical/RnD/engineering areas and a rudimentary atmos setup (no scrubbers).<br />
* Roundstart mice spawns and space/lavaland ruins can be disabled in config.<br />
|}<br />
[[Category:Maps]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Talk:Changeling&diff=32475Talk:Changeling2020-10-17T08:59:10Z<p>Ethnius: </p>
<hr />
<div>There might still be some things I missed, but this is mostly updated to date ~[[User:Ethnius|Ethnius]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Talk:Changeling&diff=32474Talk:Changeling2020-10-17T08:57:56Z<p>Ethnius: </p>
<hr />
<div>There might still be some things I missed, but this is mostly updated to date ~[[https://wiki.beestation13.com/view/User:Ethnius|Ethnius]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Talk:Changeling&diff=32473Talk:Changeling2020-10-17T08:57:08Z<p>Ethnius: Created page with "There might still be some things I missed, but this is mostly updated to date"</p>
<hr />
<div>There might still be some things I missed, but this is mostly updated to date</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32472Changeling2020-10-17T08:56:29Z<p>Ethnius: /* File:Ling_resonant_shriek_hud.png Resonant Shriek */</p>
<hr />
<div>{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
<s>===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i> </s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
<s>====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
<s>====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
This is a free evolution and costs 20 chemicals to use. For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headcrab; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals but stops chemical generation.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect to other changelings trough a hidden chat only accessible to those who have also selected this evolution. Changelings without this evolution will be alerted with a minor notification that others are using the evolution.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Costs 1 evolution point and uses 10 chemicals<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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. Those with ear protection will be unaffected<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32471Changeling2020-10-17T08:55:59Z<p>Ethnius: Undo revision 32262 by Heepox (talk)</p>
<hr />
<div>{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
<s>===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i> </s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
<s>====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
<s>====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
This is a free evolution and costs 20 chemicals to use. For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headcrab; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals but stops chemical generation.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect to other changelings trough a hidden chat only accessible to those who have also selected this evolution. Changelings without this evolution will be alerted with a minor notification that others are using the evolution.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Costs 1 evolution point and uses 10 chemicals<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32470Changeling2020-10-17T08:54:00Z<p>Ethnius: /* File:Ling_hivemind_link_hud.png Hivemind Link */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
<s>===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i> </s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
<s>====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
<s>====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
This is a free evolution and costs 20 chemicals to use. For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headcrab; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals but stops chemical generation.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect to other changelings trough a hidden chat only accessible to those who have also selected this evolution. Changelings without this evolution will be alerted with a minor notification that others are using the evolution.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Costs 1 evolution point and uses 10 chemicals<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32469Changeling2020-10-17T08:50:43Z<p>Ethnius: /* File:Ling_fleshmend_hud.png Fleshmend */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
<s>===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i> </s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
<s>====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
<s>====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
This is a free evolution and costs 20 chemicals to use. For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headcrab; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals but stops chemical generation.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Costs 1 evolution point and uses 10 chemicals<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32468Changeling2020-10-17T08:48:49Z<p>Ethnius: /* File:Ling_last_resort_hud.png Last Resort */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
<s>===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i> </s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
<s>====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
<s>====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
This is a free evolution and costs 20 chemicals to use. For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headcrab; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Costs 1 evolution point and uses 10 chemicals<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32467Changeling2020-10-17T08:47:29Z<p>Ethnius: /* File:Ling_hive_absorb_hud.png Hive Absorb */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
<s>===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i> </s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
<s>====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
<s>====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Costs 1 evolution point and uses 10 chemicals<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32466Changeling2020-10-17T08:46:49Z<p>Ethnius: /* Going Solo or Teaming Up */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
<s>===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i> </s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
<s>====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Costs 1 evolution point and uses 10 chemicals<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32465Changeling2020-10-17T08:46:31Z<p>Ethnius: /* Objective */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
<s>====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Costs 1 evolution point and uses 10 chemicals<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32464Changeling2020-10-17T08:44:48Z<p>Ethnius: /* File:Ling_regenerate_hud.png Regenerate */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
<s>====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Costs 1 evolution point and uses 10 chemicals<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32463Changeling2020-10-17T08:44:28Z<p>Ethnius: /* Abilities Available via Evolution Menu */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
<s>====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
A free evolution. The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Costs 1 evolution point and uses 10 chemicals<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32462Changeling2020-10-17T08:44:19Z<p>Ethnius: /* Starting Set */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
<s>====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals. </s><br />
<br />
'''Removed as it was a team changeling ability'''<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32461Changeling2020-10-17T08:42:16Z<p>Ethnius: Undo revision 32460 by Ethnius (talk)</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
A free evolution. The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32460Changeling2020-10-17T08:41:42Z<p>Ethnius: /* Starting Set */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
A free evolution. The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
<s>====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals.<s/><br />
<br />
'''Removed as it was a team ability'''<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32459Changeling2020-10-17T08:40:36Z<p>Ethnius: Undo revision 32458 by Ethnius (talk)</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
A free evolution. The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32458Changeling2020-10-17T08:39:59Z<p>Ethnius: /* File:Ling_hivemind_channel_hud.png Hive Channel */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
A free evolution. The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
<s>[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals.<s/><br />
<br />
'''Removed same time as this was a team changeling ability'''<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32457Changeling2020-10-17T08:38:00Z<p>Ethnius: /* File:Ling_hivemind_link_hud.png Hivemind Link */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
A free evolution. The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
Costs 1 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32456Changeling2020-10-17T08:37:33Z<p>Ethnius: /* File:Ling_last_resort_hud.png Last Resort */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
A free evolution. The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!''<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32455Changeling2020-10-17T08:37:18Z<p>Ethnius: /* File:Ling_last_resort_hud.png Last Resort */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
A free evolution. The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!'''<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32454Changeling2020-10-17T08:37:14Z<p>Ethnius: /* File:Ling_hivemind_link_hud.png Hivemind Link */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
A free evolution. The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32436Changeling2020-10-09T05:53:32Z<p>Ethnius: /* File:Ling_shield.png Organic Shield */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
A free evolution. The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!'''<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
<s>====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.</s><br />
<br />
'''Removed'''<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Changeling&diff=32435Changeling2020-10-09T05:52:21Z<p>Ethnius: /* Team Objective */</p>
<hr />
<div>{{Needs revision<br />
|reason = has not been updated with the new changes to changelings.<br />
}}<br />
<br />
{{JobPageHeader<br />
|headerbgcolor = black<br />
|headerfontcolor = white<br />
|stafftype = EXTRATERRESTRIAL<br />
|imagebgcolor = #DDAADD<br />
|img_generic = <br />
|img = changeling.gif<br />
|jobtitle = Changeling<br />
|access = Whatever your job is<br />
|additional = Any place you or your victims had access to<br />
|difficulty = Hard<br />
|superior = The Syndicate, probably<br />
|duties = Drink people's DNA, fool people.<br />
|guides = This is the guide<br />
|quote = [http://sam.wileycomputerworks.com/SS13/audio/SecChan.wav "Uh...THE HEAD OF SECURITY IS A CHANGE-" *BZZZZZRT* *CRUNCH* "Nevermoind, everything's OK. Go back to work."]<br />
}}<br />
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.<br />
<br />
==The Thing From Spaaaaaaaace!==<br />
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!<br />
<br />
Even if a changeling has not attacked any other crew members, it is highly likely it has attacked or killed others in its infiltration.<br />
<br />
==Ok, now what do?==<br />
Important: Changelings can anonymously communicate with one another over a hivemind channel by using ''''say :g'''' before their speech. '''Use alt+click''' or '''middle mouse button''' to sting someone with your currently active sting.<br><br />
<br />
Now, you may notice the clusterfuck of HUD icons on the top of your screen. These are your abilities. Hover over the icons to see their names. <br />
<br />
First:<br />
# Learn about your available abilities. <br />
# Use them to steal DNA from people to help you accomplish your objectives. <br />
<br />
<br />
===[[File:choke.png]] DNA Extraction===<br />
The goal of many changelings is to acquire 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 acquire their DNA.<br />
<br />
DNA can be acquired in two ways:<br />
* [[File:Sting_extract.png]] The '''DNA Extraction Sting''', which costs 25 chemicals, is instant and does not give any alert to the target. You can get as many DNA samples as you want this way, but you can only transform into the last 7 of them. <br />
* [[File:Ling_absorb_hud.png]] '''[[#Absorbing|Absorbing]]''' the victim, which results in a body drained from blood which is harder to [[Guide_to_genetics#Hark!_A Husk!|clone]] (it's a [[Terminology#Husk|husk]] [[File:Husk.png]]). Does not bypass the limit of 7 stored disguises. <br />
<br />
====[[File:Ling_absorb_hud.png]] Absorbing====<br />
Acquiring DNA via absorbing requires you to be [[Guide_to_combat#Strangling|strangling]] your victim and clicking the absorb ability. You then have to go through three long progress bars as you stab and drain the victim with a proboscis. <br />
<br><br />
* Absorbing a victim will slightly replenish your chemical storage, give you the target's DNA and let you readapt (refund) your abilites. You can only have one unused "readapt" stored at a time. <br />
* Absorbing another changeling gives you all of its chemical storage and all its stored DNA genomes. <br />
* Absorbing victims who have been [[Guide_to_genetics#Hark!_A Husk!|husked]] via burns or space will not add to your total genome count.<br />
* Absorbed victims require an upgraded [[Guide_to_genetics#Cloning|cloner]] to be [[Guide_to_genetics#Hark!_A Husk!|cloned]]. They can still be turned into [[Cyborg|cyborgs]] because the brain is fine.<br />
<br />
===Transforming===<br />
The changeling can shift its appearance, making them look and sound exactly like a victim of which they have absorbed.<br />
This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.<br />
<br />
Changelings can also, via their lesser form ability, transform into monkeys and do monkey things.<br />
<br />
Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.<br />
<br />
===[[File:Ling_stasis_hud.png]] Regeneration===<br />
Also known as [[#Reviving_Stasis|Reviving 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 [[File:Ling_stasis_revive_hud.png]], fully healed of all injuries and illnesses. 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.<br />
<br />
This makes them nigh-unkillable, as they can fully regenerate themselves <b>even from death</b> 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.<br />
<br />
===Objective===<br />
Changelings may have the following objectives:<br />
<br />
:'''1. Absorb 5-7 DNA stands:''' You just need to get DNA, easiest way is through your DNA extraction sting [[File:Sting_extract.png]].<br />
<br />
:'''1a. Extract more compatible genomes than any other Changeling.:''' Pretty self-explanatory, you can either spam DNA extract sting [[File:Sting_extract.png]] or kill the other poor sap who gets this objective.<br />
<br />
:'''2. Assassinate/Maroon a person:''' Kill some unlucky crewmember. This can be fulfilled via normal means or through some of your various abilities.<br />
<br />
:'''3. Absorb another Changeling:''' You have to kill and then absorb [[File:Ling_absorb_hud.png]] another changeling. <br />
<br />
:'''4. Steal an object:''' Steal a special or rare object from the station, you will be informed of what to steal.<br />
<br />
:'''5a. Escape alive:''' All changelings get an escape objective, to fulfill, be on the escape shuttle or a pod when they land at Central Command.<br />
<br />
:'''5b. 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.<br />
<br />
<s>===Team Objective===<br />
''Changelings may sometimes instead have a 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.<br />
<br />
:'''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.'''<br />
<br />
:'''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.'''''</s><br />
<br />
'''Team Objectives removed as of past changeling rework'''<br />
<br />
===Going Solo or Teaming Up===<br />
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.<br />
If there is no team objective then everything is on the table, from stealing an absorb target to killing another changeling.<br />
<br />
Make sure you know which of the above is true before you act!<br />
<br />
Regardless of Team Objectives, changelings can share absorbed genomes via hivemind. DNA shared in this manner does <i>not count towards your personal absorption count.</i><br />
<br />
==Changeling Abilities==<br />
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.<br />
<br />
Changelings start with 10 evolution points and can onlt get more by absorbing another changeling. 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.<br />
<br />
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).<br />
<br />
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!<br />
<br />
===Starting Set===<br />
----<br />
====[[File:Ling_stasis_hud.png]] Reviving Stasis [[File:Ling_stasis_revive_hud.png]]====<br />
A free evolution. 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. <br />
<br />
Uses 15 chemicals.<br />
<br />
====[[File:Ling_regenerate_hud.png]] Regenerate====<br />
A free evolution. The changeling instantly regenerates lost limbs and organs. If it is regenerating limbs, it will make a loud and obvious sound.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_transform_hud.png]] Transform====<br />
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. 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.<br />
Uses 5 chemicals.<br />
<br />
====[[File:Ling_hivemind_channel_hud.png]] Hive Channel====<br />
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.<br />
<br />
Uses 10 chemicals.<br />
<br />
====[[File:Ling_hive_absorb_hud.png]] Hive Absorb====<br />
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.<br />
<br />
Uses 20 chemicals.<br />
<br />
====[[File:Sting_extract.png]] Extract DNA Sting====<br />
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.<br />
<br />
Uses 25 chemicals.<br />
<br />
====[[File:Ling_absorb_hud.png]] Absorb DNA====<br />
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 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.<br />
<br />
====[[File:Ling_hivemind_link_hud.png]] Hivemind Link====<br />
Allows you to connect another non-changeling to the Hivemind. For when some one agrees to help you for what ever reason.<br />
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.<br />
<br />
===Abilities Available via Evolution Menu===<br />
----<br />
====[[File:Ling_augmented_eyesight_hud.png]] Augmented Eyesight====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_biodegrade_hud.png]] Biodegrade====<br />
<br />
Dissolves restraints or other objects preventing free movement. This is obvious to nearby people, and can destroy standard restraints and closets.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_chameleon_skin_hud.png]] Chameleon Skin====<br />
<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_digital_camo_hud.png]] Digital Camouflage====<br />
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". <br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Ling_adrenaline_hud.png]] Adrenaline Sacs====<br />
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.<br />
<br />
Costs 2 evolution points and uses 30 chemicals.<br />
<br />
====[[File:Ling_fleshmend_hud.png]] Fleshmend====<br />
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.<br />
<br />
Costs 2 evolution points and uses 25 chemicals.<br />
<br />
====[[File:Ling_last_resort_hud.png]] Last Resort====<br />
For when you are well and truly fucked. Creates a small explosion, gibs your current body, and spawns a headslug; a creature that can infect a corpse to plant a hidden changeling egg. The changeling egg grows into a monkey changeling after ~180 seconds.<br><br />
'''If you're killed while in this form and you haven't infected any corpse, you won't be able to revive!'''<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_lesser_form_hud.png]] Lesser Form [[File:Ling_human_form_hud.png]]====<br />
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. <br />
<br />
Costs 1 evolution point and uses 5 chemicals and 5 to shift back.<br />
<br />
====[[File:Ling_mimic_voice_hud.png]] Mimic Voice====<br />
Allows the changeling to form their voice of a name they enter.<br />
<br />
Costs 1 evolution point and slows chemical generation while active.<br />
<br />
====[[File:Arm_blade.png]] Arm Blade====<br />
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).<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_tentacle_hud.png]] Tentacle====<br />
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. The tentacle will be used up when fired once. Counts as a ranged weapon. You must stand still when firing it or the target will instantly break loose instead of being pulled to you. <br />
* '''Targeting an item:''' Grabs the item and throws it in your hand.<br />
* '''Help intent:''' Grabs the mob and pulls it towards the changeling, without any additional effect.<br />
* '''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.<br />
* '''Grab intent:''' Grabs the mob and pulls it towards the changeling, aggressively grabbing it once it lands.<br />
* '''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.<br />
<br />
Costs 2 evolution points and uses 10 chemicals.<br />
<br />
====[[File:Ling_shield.png]] Organic Shield====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_organic_suit_hud.png]] Organic Space Suit====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Ling_chitinous_armor_hud.png]] Chitinous Armor====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_panacea_hud.png]] Anatomic Panacea====<br />
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. <br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====Pheromone Receptors====<br />
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.<br />
<br />
Costs 2 evolution points and uses no chemicals.<br />
<br />
====[[File:Ling_resonant_shriek_hud.png]] Resonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_dissonant_shriek_hud.png]] Dissonant Shriek====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
====[[File:Ling_spread_infestation_hud.png]] Spread Infestation====<br />
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.<br />
<br />
Costs 1 evolution point and uses 45 chemicals.<br />
<br />
====[[File:Ling_strained_muscles_hud.png]] Strained Muscles====<br />
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.<br />
<br />
Costs 1 evolution point and uses no chemicals.<br />
<br />
====[[File:Sting_transform.png]] Transformation Sting====<br />
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.<br />
<br />
Costs 3 evolution points and uses 50 chemicals.<br />
<br />
====[[File:Sting_mute.png]] Mute Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 20 chemicals.<br />
<br />
====[[File:Sting_blind.png]] Blind Sting====<br />
The changeling silently stings a human, completely blinding them for a short time and rendering them permanently nearsighted.<br />
Costs 1 evolution point and uses 25 chemicals.<br />
<br />
====[[File:Sting_hallucination.png]] Hallucination Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 5 chemicals.<br />
<br />
====[[File:Sting_cryo.png]] Cryogenic Sting====<br />
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.<br />
<br />
Costs 2 evolution points and uses 15 chemicals.<br />
<br />
====[[File:Sting_fake_armblade.png]] False Armblade Sting====<br />
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.<br />
<br />
Costs 1 evolution point and uses 20 chemicals.<br />
<br />
==Tips==<br />
* 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.<br />
* 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.<br />
* 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.<br />
* 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.<br />
** There are edible clown corpses on the clown shuttle.<br />
** 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.<br />
** Or just use organic space suit<br />
** 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.<br />
* Hive channel is free genome storage for identities.<br />
* 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").<br />
* 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.<br />
* Blind sting + Lesser form = Freedom<br />
** Cryo Sting + Lesser form = Freedom<br />
** LSD Sting + Lesser form = Maybe freedom if it reaches the point of holodamage knockouts.<br />
* Mute Sting + Cryo Sting + Blind Sting + Stun Prod, applied directly to forehead = easy, unrobust kill<br />
* Don't be the person who goes ";g absorbing captain in maint" USE YOUR PERIODS<br />
===Tips for Fighting Against Changelings===<br />
* 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.<br />
* 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.<br />
* 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.<br />
* The bane of lings is N2O. None of their powers will help them. Unless they use internals.<br />
* 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.<br />
* 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.<br />
* A 100 potassium/water explosive lance has a one-tile gibbing radius, useful for permanently taking out changelings without too much collateral damage.<br />
* Gibber machines are easy to construct, and if you leave one in a well trafficked area, its hard to take one out without any witnesses. Even then, they're easy to replace and somewhat expendable.<br />
<br />
{{Jobs}}<br />
{{Game modes}}<br />
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=User:Ethnius&diff=32382User:Ethnius2020-09-22T07:08:34Z<p>Ethnius: </p>
<hr />
<div>An absolute chad<br />
Literally the best player on this server</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=User:Ethnius&diff=32381User:Ethnius2020-09-22T07:06:39Z<p>Ethnius: Created page with "An absolute chad"</p>
<hr />
<div>An absolute chad</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Starter_guide&diff=31796Starter guide2020-05-31T07:06:06Z<p>Ethnius: /* What to do if There's a Breach */</p>
<hr />
<div><!-- <br />
<br />
hey, read this before you edit<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
if you make an edit and the tabs/etc break refresh the page with ?action=purge at the end of the url <br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
todo:<br />
<br />
-make sure hotkey info is up to date, new PRs may have changed how it works<br />
-actually add the playing the game section<br />
-add a section after playing the game that gives more tips on what to do after you learn the basics<br />
<br />
--><br />
<br />
<br />
This guide is designed for ease of use for first time players, so non-essential information is segregated to expandable text boxes. Reading these isn't necessary to get into the game, but it's recommended.<br />
<br />
<br />
= [[What is SS13|What is SS13?]] =<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=Hmph. Fresh off the boat from Nanotrasen's recruitment office, huh? Let me tell you something, kid. You won't last five minutes on this floating deathtrap without help. You're as likely to be left for dead in a dark maintenance tunnel riddled with bullet holes as you are to get out of here alive. Lucky for you, I'm in a helpful mood today.<br />
|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
<br />
'''Space Station 13''' is a multiplayer sandbox that has a heavy focus on player interaction. In the year 2557, the megacorporation Nanotrasen has employed you as a staff member onboard their latest state of the art research station. Nanotrasen claims to be researching plasma, a mysterious new substance, but rumors are abound that the station is little more than a twisted social experiment...<br />
<br />
At the start of each round, each player is assigned a [[Jobs|role]] onboard the station. There are many [[Jobs|jobs]], such as the [[scientist]] performing [[Guide_to_Research_and_Development|research and development]] of new technologies, the [[Medical_Doctor|medical doctor]] trying to keep people alive, or the simple [[janitor]]. There are many different ways to play. The game also randomly chooses a [[Game Mode|a round type]], ranging from [[Nuclear Operative|an all out assault on the station by nuclear operatives]], a [[Blood Cult|sinister cult sacrificing crewmembers to summon their god]], or more commonly, [[Traitor|good ol' fashioned traitors]]. Every round on Space Station 13 is different.<br />
<br />
= Before Playing =<br />
<br />
<br />
'''It's important to [[https://beestation13.com/rules read the rules]] before connecting for the first time.''' Some common new player mistakes to avoid include:<br />
<br />
* Being violent towards other crew members without any reason. This is only okay if you're an [[Terminology#Antag|antagonist]], and you will be notified if you're chosen to be one. If they grab you by your butt and try to [[Terminology#Spacing|space]] you, feel free to [[Terminology#Robust/Robusting|robust]] them. (Telling the admins you were "roleplaying an insane person" will get a couple laughs, but you'll still get banned.)<br />
* Asking questions in [[OOC#OOC_channel|OOC]] (out-of-character) chat that are directly related to anything happening in the round. For example, "Why did I just get killed by the clown?". It's okay to discuss this in [[Terminology#Deadchat|deadchat]] or after the round is over. These questions are also alright if asked in [[Terminology#Adminhelp.2FAhelp|adminhelps]] by pressing F1, but preferred in mentor help (press MENTOR tab above chat).<br />
<br />
The admin team generally tries to give players benefit of the doubt, so it's okay to mess up. As long as you're polite and willing to learn from your mistakes, you won't be in trouble. You can press F1/the [[Terminology#Adminhelp.2FAhelp|adminhelp]] button at any time to send a message directly to the admin team if you have any questions.<br />
<br />
One last point: Please, '''remember the human'''. SS13 can be highly frustrating, you will be unceremoniously killed, griefed, or die to some galactic space-bug shortly before executing your master plan. Everyone is here to play a game they enjoy, so keep that in mind before you bash someone's brain in with a toolbox because they took your [[Engineering_items#Multitool|multitool]].<br />
<br />
== Setting Up ==<br />
<br />
<br />
Make your way to the [http://www.byond.com/download/ BYOND download page] and '''download the client'''. Once you've downloaded, installed, and logged into the client, feel free to close it - we won't be needing to use it directly anymore. Once you're set up, choose a server to join:<br />
<br />
* '''BeeStation LRP:''' byond://golden.beestation13.com:7777<br />
* '''BeeStation MRP:''' byond://golden.beestation13.com:7878<br />
<br />
If you can't use these links to join, open the BYOND client, press '''Ctrl and O''', and paste the link to the server you want to join.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|Bagil is usually the most populated server, and Terry is located in Europe. Population numbers vary depending on a couple factors, but you can usually assume games on Sybil and Terry will have less players than Bagil. Rounds on Bagil are usually quicker as a result. Some players might try to claim that one server is more roleplay oriented or has better players, but this is usually entirely subjective opinion.|dropdown=true|collapsed=true|name=Server Differences}}</div><br />
<br />
[[File:Newplayeroptions.png|left|thumb|The New Player Options menu]] Once you've connected to a server, you'll be greeted by a small popup window labelled '''New Player Options'''.<br />
<br />
If this is your first time playing on BeeStation, you'll need to create a character. Click on the '''Setup Character''' button, and the character creation menu will open.<br />
<br />
[[File:Character_settings.PNG|thumb|The character setup screen]]<br />
<br />
You don't need to worry about Special Names, Custom job preferences, Uplink Spawn Location, or Species - for now, '''make sure you're a human''', and edit your appearance as you see fit. There's no difference between clothing/backpack options other than appearance, so pick what you think looks best.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|Special names are names specific to certain roles - for example, if you're the clown, you may want a funny name instead of your regular one. The name policy is relaxed on these, so if you have a funny idea for a name, go nuts (within reason - this is at admin discretion). The only custom job preference is specific to security officers, and allows you to choose the department you'd like to monitor. The Uplink spawn location is specific to the [[traitor]] role, and determines the item you can access your [[uplink]] from, where you can purchase different tools to accomplish your goals. The various species options have some effects on gameplay - you can browse the articles for [[lizardmen|lizards]], [[flypeople]], and [[plasmamen]] for more info.|dropdown=true|collapsed=true|name=What does all the ignored stuff do?}}</div><br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|The AI on the station follows [[Asimov|the three rules of robotics]]. This means that if you aren't human, the AI can ignore you freely and can cause harm to you if they want. Most players will avoid needlessly antagonizing anyone not playing a human, but it's much better to be safe than sorry.|dropdown=true|collapsed=true|name=Why do I need to be a human?}}</div><br />
<br />
Once you've finished editing your appearance, be sure to press the '''Save Setup''' button at the bottom of the window. Next, press the '''Set Occupation Preferences''' button.<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=You're brand new here, so make sure you sign up as an Assistant. Nanotrasen usually has checks to make sure fresh meat doesn't get to be the Captain, but if you manage to end up in that position, you'll probably be just another case for me to solve.|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
<br />
[[File:New_Occupation_screen.JPG|thumb|left|The occupation preferences window]]<br />
[[File:Game_prefences_Screen.PNG|thumb|The game preferences window]]<br />
<br />
If the button next to Assistant is a red '''NO''', click it once so that it says '''YES''' in green text. This sets your job to be assistant, no matter what.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|When the game begins, the server checks each players occupation preferences, and assigns jobs accordingly. You can pick '''High''', '''Medium''', '''Low''', or '''Never'''. Each player is limited to one High preference job. Some roles have limited player counts - for example, there is only one Captain. There is no limit on assistants, and it's a role that has no responsibilities, so it's ideal for getting to grips with the game. Some jobs that are critical to game progression are locked off until a certain amount of time has passed since your first login. Check the [[Job selection and assignment|job selection and assignment page]] for more info.|dropdown=true|collapsed=true|name=What does all the ignored stuff do?}}</div><br />
<br />
After that, press '''Done''', then, '''Save Setup'''. Then click on '''Game Preferences''' at the top of the character creation screen. The menu will change and have a big list of options.<br />
<br />
Make sure all of the Special Role Settings are set to '''No''' (These control optional settings, like choosing if you'd like to roll for a traitor role - they assume you know how to play the game and are important to the round, so we want them off for now.) '''More importantly, change the Keybindings option to [[Keyboard_Shortcuts|"Hotkeys"]]'''. This guide will assume you're using this control scheme, as it provides quicker functions for actions than the default controls. Most of the options here are relatively self explanatory or irrelevant, so once you're done, click '''Save Setup''' one last time and close the window.<br />
<br clear="both"><br />
<br />
== Joining the Game ==<br />
<br />
<br />
Now that you've created your character, you're ready to join the game. (You may want to continue to read the guide before jumping in.)<br />
<br />
There's two possible menus here - the lobby screen will either display a list that has '''Join Game!''' or a '''Ready'''/'''Not Ready''' toggle.<br />
<br />
<tabs><br />
<tab name="Join Game!">[[File:Job_select_screen.PNG|thumb|The choose profession window]] <div style="text-align: center;">If the window says '''Join Game!''', there's currently a round going on. This is most likely what you'll see.<br><br>Click on the button, and a window will pop up asking you to choose a profession. The jobs available will vary, but for now, pick '''Assistant'''. (The numbers in the brackets next to the job title show the current number of players who have been assigned that job for the round, if there is a zero inside the brackets, no one has been assigned to that job for the round. When you click on the job you want, you'll be brought to the station via the [[Arrivals|arrival shuttle]]. You'll start out on a transit shuttle that will dock at the station in a few seconds - you'll also be strapped into a chair, so don't forget to unbuckle yourself. (You can do this by clicking the '''Resist''' button - don't worry if you aren't sure which button that is yet, as it's explained further down the guide.)</div></tab><br />
<tab name="Ready/Not Ready/Observe"><div style="text-align: center;">If the window has three buttons that say '''Ready''', '''Not Ready''', and '''Observe''', that means a round has not started yet.<br><br>This is ideal, because you'll be playing the round from the beginning, when things are the going to be calm and allow you to get your bearings in a relatively safe environment. Toggle the button to '''Ready''', then wait for the game to begin. (You can see the time until the game begins on the '''Lobby''' tab, on the top right of the game window.)<br><br>Pressing '''Observe''' will spawn you as a [[ghost]], which is essentially a spectator - you won't be able to spawn normally until the next round if you select this option!</div></tab><br />
</tabs><br />
<br />
== Interface 101 ==<br />
<br />
<br />
=== Tabs ===<br />
<br />
<br />
[[File:Tutorial_tabs.png|left|thumb|Status tab]]<br />
<br />
Before you do anything else, take a look at the top right of the game window. You'll see some tabs labelled '''Status''', '''Lobby''', '''Admin''', '''IC''', '''OOC''', '''Object''', and '''Preferences'''. The most important tabs are the Status and Admin tabs. If you're using internals (an oxygen tank and mask), the Status tab tells you the remaining air pressure - useful for avoiding death by suffocation. The Admin tab contains the '''Adminhelp''' button, used to contact admins directly if you have a question or believe someone is breaking the rules.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|<br />
; Status : Displays important info such as your ping, the current map, pressure remaining in airtanks, etc.<br />
; Admin : Contains buttons that allow you if any admins are online, and most importantly, to send a message directly to the admins (the '''Adminhelp''' button). If no admins are online, the message will be forwarded to the admin IRC channel.<br />
; IC : Stands for "In Character". Usually won't use this. (The '''Pray''' button allows you to send a message to any admins online in character - often used for "communicating with the gods". Another useful button is '''Rest''', which lets you go prone at will.)<br />
; OOC : Stands for "Out of Character". Again, rarely needs to be used. Various functions that are related to the game, but not something your character does (eg. seeing the number of players online).<br />
; Object : Never used. Contains buttons to manipulate objects (eg. drag/stop dragging an object), but there are [[Keyboard_Shortcuts|hotkeys]] to do these things much faster.<br />
; Preferences : Self explanatory - contains various options you can toggle on and off.|dropdown=true|collapsed=true|name=Tab descriptions}}</div><br />
<br />
In the '''Status''' tab, take note of the map currently being played on the server. It'll be used later in the guide.<br />
<br />
=== HUD ===<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text="Interface"? What the hell are you talking about, kid? "Blue buttons?" Geez, you've been here for five minutes and you're already cracking. Hmmm... *recorder crackles* Note to self - check atmospherics. Gas might be poisoned.|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
The biggest barrier to entry in Space Station 13 is the controls. The UI is, at a glance, complex, and the controls are unintuitive. Thankfully, once it clicks, you'll never have an issue with it again. '''Don't let it overwhelm you - after a round or two of practice, you should be fine.'''<br />
<br />
The top right of the screen contains the action tabs mentioned previously, and the bottom right is the text log. This is where you can see what people are saying, what's happening around you, and chat such as OOC or adminhelps. The bar along the bottom of the screen is the input bar, but since we're on [[Keyboard_Shortcuts|Hotkey]] mode we won't need to use it. There's quite a few HUD elements on the main screen, so let's break them down into sections. '''Don't worry if you can't memorize what everything does at once''' - you can always come back to this guide.<br />
<br />
<tabs><br />
<tab name="Hands">[[File:Hud-hands.gif]] One of the most important elements of the HUD. You have the ability to hold an item in each hand (unless an item takes up both hands, obviously). The square around one of the hands is the '''selected hand'''. If you have an '''empty''' selected hand, and click on an object, you'll pick it up/open it/use it. If '''an object is in your selected hand''' and you click on something, you'll use it on the item you're holding. (The way this works means that if you'd like to unequip your backpack, you need to click and drag the bag into your hand - if it was removed by clicking on it, you'd never be able to open the bag.)<br />
<br />
'''If this seems confusing, don't worry - it'll be explained shortly.'''</tab><br />
<tab name="Inventory Buttons">These icons manage your inventory.<br />
<br />
The backpack [[File:Hud-inventory.png]] icon can be toggled to show your worn equipment.<br />
<br />
The belt [[File:Hud-Belt.png]], backpack [[File:Hud-Back.png]], and pocket [[File:Hud-Pocket.png]] icons are all storage locations.<br />
<br />
The ID [[File:Hud-ID.png]] slot can hold your ID, or your PDA (which can hold your ID).</tab><br />
<tab name="Interact Commands">These buttons directly affect how you interact with objects.<br />
<br />
The drop [[File:Hud-drop.png]] and throw [[File:Hud-throw.png]] icons do what the name implies. Dropping is self explanatory, but the throw button is a toggle - if it's on and you click somewhere, you'll throw the item in your hand at where you clicked. (You can also press R to enable throwing and Q to drop your held item.)<br />
<br />
The pull [[File:Hud-pull.png]] icon only appears when dragging something, and can be pressed to stop dragging an object. [[Keyboard_Shortcuts|Hotkey]]: "del". <br />
<br />
The internals [[File:Gmaskinternalsicon.gif]] icon can be clicked to enable/disable your internals (oxygen tank and breath mask). <br />
<br />
The resist [[File:Hud-resist.png]] icon can be pressed to break out of grabs, restraints, and if you're on fire, is the "stop drop and roll" button. [[Keyboard_Shortcuts|Hotkey]]: "B". <br />
<br />
The run/walk toggle [[File:Hud-walkrun.gif]] icon can be pressed to switch between running and walking. Running is faster, but walking has benefits, such as being able to walk over water without slipping - useful for when the janitor doesn't put wet floor signs down. [[Keyboard_Shortcuts|Hotkey]]: Hold "alt" to walk. <br />
<br />
The body selector [[File:Hud-target.gif]] icon is used to choose which body part you want to target. This is used for both targeting specific sections to heal, or targeting specific sections when attacking someone. Click a limb to target it. (You can target individual arms, legs, the head, the upper torso, the groin, the eyes, or the mouth.) [[Keyboard_Shortcuts|Hotkeys]]: "numpad keys". <br />
<br />
Last but not least is the intent selector [[File:Hud-intent.gif]] - this will be explained in detail later. It has four modes: '''Help''', '''Disarm''', '''Grab''', and '''Harm''', in clockwise order. [[Keyboard_Shortcuts|Hotkeys]]: "1-4".</tab><br />
<tab name="Other">The health [[File:Hud_100_percent_Health.gif]] icon and [[File:Healthdoll.gif]] doll change depending on how injured you are. <br />
<br />
The crafting menu [[File:Craft.gif]] icon opens the crafting menu.<br />
<br />
The speech bubble [[File:Talk_wheel.gif]] icon opens the languages menu. You won't need to use this for the tutorial.<br />
<br />
The create area [[File:Area_edit.gif]] icon is used to create an "area", which is a more advanced topic. You won't need to worry about it for this tutorial.</tab><br />
<tab name="Alerts">These will only appear on the HUD if something is wrong.<br />
<br />
[[File:Hud-oxy.gif]] '''Oxygen warning''' - The air you're breathing doesn't have enough oxygen.<br />
<br />
[[File:Hud-pressure.gif]] '''Pressure warning''' - Pressure levels are too high (red) or too low (black). Low and high pressures can kill you.<br />
<br />
[[File:tox_in_air.gif]] '''Toxin warning''' - You are breathing in toxic gases.<br />
<br />
[[File:Hud-fire.png]] '''Fire warning''' - The air is hot enough to burn you.<br />
<br />
[[File:Hud-freeze.gif]] '''Freeze warning''' - The air is cold enough to freeze you.<br />
<br />
[[File:Hud-temp.gif]] '''Temperature warning''' - You're too cold or too hot.<br />
<br />
[[File:Hud-hunger.gif]] '''Hunger warning''' - You're starting to get hungry. You cannot die from hunger, but the longer you go without food, the slower you will be able to run. You can also eat too much and become bloated.</tab><br />
</tabs><br />
<br />
== Controls ==<br />
<br />
<br />
[[File:Hotkeys.png|thumb|500px|[[Keyboard_Shortcuts|Keybindings]] for the [[Keyboard_Shortcuts|hotkey mode]]]]<br />
<br />
There might seem like quite a few controls, but don't worry - you'll only be using a few the majority of the time. There's a lot of edge cases in SS13, due to the sheer nature of features and content available. You can check [[Controls|this page]] for a list of every keybinding. Although your control scheme was changed to '''[[Keyboard_Shortcuts|Hotkeys]]''' in the Game Preferences menu, it may not have applied itself - if there is a large red bar going across the bottom of the screen, click somewhere on the game window and press '''Tab'''. This is the manual toggle for [[Keyboard_Shortcuts|hotkey]] mode - if the bar changes to white, you're good to go.<br />
<br />
* Use '''WASD''' to move.<br />
* Press '''T''' to talk.<br />
** If you add a semicolon before anything else, you'll transmit your message to the general chat radio.<br />
** You can speak on department specific radio channels - the format is the same for each, just with a different letter. To speak on the medical channel, for example, type '''.m''' before your message. (You can also use ''':m''' or '''#m''')<br />
* Press '''O''' for OOC chat.<br />
** Be careful not to mix the two chat buttons up - your cry for help might end up going in OOC, where anyone can see it at any time.<br />
* Press '''M''' to write an emote.<br />
** This is for nonverbal actions - for example, writing "sighs." in the text box would show as "''[Character Name]'' sighs."<br />
* '''Click''' on objects in the game world to interact with them. For most, you'll need to be next to or ontop of the object.<br />
** This is used for things such as interacting with computer terminals, picking up items, using an item on something, or attacking someone.<br />
* '''Right-click''' on something to open the context menu.<br />
** This is slow and clunky, and you can usually perform most actions with [[Keyboard_Shortcuts|hotkeys]]. There are a few examples of actions that can only be done with a right-click, but they're far and few between.<br />
* Hold '''Control and click''' on something to drag it.<br />
** This won't work if the item in question is fixed in place. You can use this to drag almost anything otherwise.<br />
** Press '''H''', '''Delete''' or use the pull [[File:Hud-pull.png]] icon to stop dragging.<br />
* Hold '''Shift and click''' on something to examine it.<br />
* Press '''X''' or '''Middle Mouse Button''' to change your selected hand.<br />
** Your selected hand is the one that will pick up an object (if empty) or use the object in that hand (if holding something). You can tell which is selected by the small box around one of your hands.<br />
* '''Clickdragging''' is used for a couple of specific actions.<br />
** For example, to climb onto a table, drag and drop your character to the table.<br />
** To put things on/take things off of someone, drag and drop their character onto yourself. (To put things on them, you'll need to have the item in your selected hand.)<br />
** You can open a container without holding it in your hand by alt-clicking it or clickdragging it onto yourself. This also works for storage items you're wearing, which is useful if your hands are full.<br />
** You can also buckle yourself/other people to chairs using this. It can be tricky, as you have to be on top of the chair, and your mouse has to be on top of the chair's exposed sprite.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|Press '''Z''' to use the item in your selected hand. (You can also click on the object in the HUD) This is used for things like toggling the fire mode on a weapon or turning on an [[Energy Sword|energy sword]]. Some objects such as food require you to click on your own character sprite, and do nothing if you "use" them.<br />
<br />
Hold '''Alt and click''' to perform specific, context sensitive actions. Some functions for alt-clicking include removing an ID from your PDA (or pen if there's no ID in it), toggling the lock on a locker, split a stack of items, crawling into vents (as something small like a monkey) etc.<br />
<br />
Hold '''Shift and press Middle Mouse Button''' to point at something. This creates a message in the chat and temporarily displays an arrow over the thing you point at.<br />
<br />
Press '''R''' to enable throwing mode. If you click somewhere in the game world when you have throwing mode on and an item in your selected hand, you'll throw it at that point. If someone throws an item at you, and you have throwing mode on, you'll catch the item.<br />
|dropdown=true|collapsed=true|name=Non-Essential Controls}}</div><br />
<br />
== Gameplay Concepts ==<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=You know, as much as I like to rib the fresh meat, it doesn't really matter if something happens to them - Nanotrasen thinks death is a waste of money, they'll just get cloned or something. What? Oh, shit, I gotta go. *click* You, uh, didn't hear that - right, kid?<br />
|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
<br />
Before getting into anything else, it's important to note that since SS13 is such an open ended game that has other people in it, when you get in game and try to follow the guide, things may go wrong - the station might have been almost entirely consumed by a singularity, a traitor could attack you with a powerful weapon, or something no one could have predicted will kill you. It's important to '''not let death get to you''' - Rule 10 exists for a reason! There are multiple ways you can be brought back into the game - don't get frustrated if something happens.<br />
<br />
As a brand-new player, your first objective is simply joining the station as non-essential crew and attempting to survive, escaping via the evacuation shuttle or one of the pods located around the station. From there, you can branch out into more of the specific concepts that are often stumbling blocks for newer players, so let's address those first. (These are all in expandable boxes to save space, but it's not a bad idea to read them beforehand.)<br />
<br />
=== The Hands System ===<br />
<br />
One of the things the majority of new players have trouble with is the hands system. It's not complex once you've figured it out, but it can be difficult to understand without help. You must use them interchangeably! You can activate items in one hand with the other, combine them, as well you can place items down to interact in the same way with them as they sit nearby. Players will be able to see what is in your hands.<br />
<br />
You have two hands at your disposal. The bright box around one of your hands is the '''selected hand'''. This is the hand that's used whenever you click on something - if it's empty, you'll either pick up an item, or interact with something (like a computer terminal or vending machine).<br />
<br />
If you have something in your selected hand, you'll use that item on whatever you click on. This can lead to confusion, because if you have something in your hand, you can't use things such as terminals or vending machines - you'll either hit the object with your item or do nothing.<br />
<br />
This is because you're trying to directly use the item on the object - this is why you're able to use a screwdriver to open the panel on a door, use wirecutters on a grille, or similar actions.<br />
<br />
This can also cause problems with '''backpacks, boxes, and other containers''' - if you want to open a container, alt click it. You can also pick it up, then switch hands and click on the container with an empty hand. Clicking on a container with an object will put it in the container. This also means that if you'd like to take your backpack off, you need to '''click and drag''' the bag to an empty hand - a normal click just opens the equipped bag.<br />
<br />
=== [[Intent|Intents]] ===<br />
<br />
The intent selector has four modes: '''Help''', '''Disarm''', '''Grab''', and '''Harm'''.<br />
<br />
====Help Intent [[File:Intent_Help.png]]====<br />
The '''Help''' intent is used for helpful interactions. For example, if someone is in critical condition, clicking on them (with an empty hand) will have you perform CPR. You'll also apply medication if you're holding any. In addition, if you have your intent on Help, and walk into someone who also has their intent on Help, you'll swap places with each other (instead of just pushing them in the drection you're moving). '''Be careful''' - if you have an item in your hand that isn't designed to help someone, you'll still attack them with it!<br />
<br />
====Disarm Intent [[File:Intent_Disarm.png]]====<br />
The '''Disarm''' intent is used to nonlethally disarm and incapacitate people. If you click on someone with an empty hand while on Disarm, you'll '''shove''' them. Shoving someone pushes them one tile away from you. If there is nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. If the blocking tile has a table on it, they're pushed onto it [[Status_Effects#Knockdown|knocking them over]] for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is blocked by something else, it knocks them down for 3 seconds. Once [[Status_Effects#Knockdown|knocked down]], if they are shoved again it [[Status_Effects#Paralyze|paralyzes]] for 4 seconds. This [[Status_Effects#Paralyze|paralyze]] cannot be chained or extended, so shoving them again while they're [[Status_Effects#Paralyze|paralyzed]] does not extend the length of the [[Status_Effects#Paralyze|paralyze]]. <br />
<br />
It's also important to note that '''these actions only work if you're clicking on the target with an empty hand''', just as with all intents.<br />
<br />
====Grab Intent [[File:Intent_Grab.png]]====<br />
The '''Grab''' intent allows you to, as it says, grab people. Grabbing someone with Grab intent works differently from control-clicking. If you click on someone with an empty hand, you'll have a '''passive''' grab, which makes you pull people. You stop dragging the same way you stop pulling. See [[Keyboard_Shortcuts|Keyboard Shortcuts]] or click "pull" to release. Dragging prone people will slow you down. While on passive grab, clicking on the person once more upgrades it to an '''aggressive''' grab. The target can press [[Hotkeys#Hotkey-mode_Enabled|"resist"]] to try to escape from an aggressive or above grab level. Once you have an aggressive grab, you can either throw the person (by enabling throwing, then clicking somewhere), fireman carry them if they're prone (by click dragging their sprite onto yours), or click them again to slowly upgrade the grab to a level 3 '''neck''' grab. On neck grab you deal no damage, but it's harder for them to resist and get away. Click them one last time to slowly upgrade the grab to level 4, '''strangling'''. When strangling you deal [[Health#Oxygen|suffocation]] damage to the target, and the target has the lowest chance (5% per try) to successfully [[Hotkeys#Hotkey-mode_Enabled|resist]] out of the grab. Failing to resist out of a grab will deal some [[Health#Stamina|stamina]] damage to you. Grabs are harder to break out of the more [[Health#Stamina|stamina]] and [[Health#Brute|brute]] damage you have (especially stamina), but there is always at least 5% chance per try.<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=If you're dragging someone's victim, or yours, it's best to switch to an aggressive grab so that you can lift them. This stops them from bleeding on the floor, which kills them over time and leaves a long trail of blood.|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
====Harm Intent [[File:Intent_Harm.png]]====<br />
The '''Harm''' intent will harm. On standing targets you will attempt to punch them, which deals 1.5-15 [[Health#Stamina|stamina]] and 1-10 [[Health#Brute|brute]] damage. The chance to miss a punch increases the more stamina and brute damage you have. Punching has a chance to [[Status_Effects#Knockdown|knockdown]] the target for at least 4 seconds. The more brute and stamina damage the target has, the longer the target will be knocked down. If using harm intent on prone targets you will kick them, which deals 1.5-15 brute damage, with no chance to miss.<br />
<br />
=== Damage ===<br />
<br />
There are a few different damage types in SS13. If you take enough damage, you'll fall unconscious into critical condition, better known as '''Crit'''. If left untreated in this state, you'll slowly suffocate until you die.<br />
<br />
'''[[Guide_to_medicine#Brute|Brute]]''' damage is received from physical attacks - punches, kicks, toolboxes, hatchets - if someone is hitting you over the head with it, it does Brute damage.<br />
<br />
'''[[Guide_to_medicine#Burns|Burn]]''' damage is received from fire or exposure to the vacuum of space.<br />
<br />
'''[[Guide_to_medicine#Toxins|Toxin]]''' damage is received from breathing in poison gases, attacks from enemies like giant spiders, ingesting poison, drinking too much booze, or generally having any harmful chemical in your blood.<br />
<br />
'''[[Guide_to_medicine#Suffocation|Oxygen]]''' damage is received from being unable to breathe, or while in critical condition. It goes down over time by itself if you're not in crit.<br />
<br />
'''[[Guide_to_medicine#Brain_damage|Brain]]''' damage is reveived from being [[Guide_to_genetics#Cloning|cloned]] or [[Guide_to_chemistry#Methamphetamine|other things]]. Can randomly cause [[Guide_to_Traumas|brain traumas]]. Those suffering from brain damage usually need [[Guide_to_chemistry#Mannitol|chemicals]] to cure their condition.<br />
<br />
'''[[Guide_to_medicine#Cellular_damage|Cellular]]''' damage is reveived from being [[Guide_to_genetics#Cloning|cloned]] or from being fed on by a [[Slime|slime]]. Can be cured with [[Guide_to_medicine#Cryogenics_Tube|cryo]] treatment. <br />
<br />
Brute and Burn damage are applied to specific limbs. If you've been smacked in the head with a toolbox a few times, you'll have to aim at your head (with numpad keys) when you use a bruise pack. Most [[Guide_to_chemistry#Medicines|medicines]] can be ingested to heal damage anywhere on your body. If you take enough damage to one limb, you can be '''dismembered'''. You will need [[Surgery#Prosthetic_Replacement|surgery]] to replace lost limbs.<br />
<br />
=== Combat ===<br />
<br />
Combat in SS13 is very heavily focused on '''who falls over first'''. If you're prone, you've likely lost. This means items like [[General_items#Soap|soap]] [[File:Soaps.gif]] or [[Security_items#Disabler|disablers]] [[File:ModernDisabler.png]] are extremely useful.<br />
<br />
If you get into a fight, consider your options - it may be best to try and simply run away. If you think you can disarm your opponent, you could turn the tables by taking their weapon. Combat in SS13 is fast paced and revolves around a lot of back and forth swipes, almost like a strange joust between 2D spacemen.<br />
<br />
Getting better at combat in SS13 requires practice - there's only so much you can be taught. The rest is learning how to create and take advantage of opportunities. Hopefully, you won't have to get into many fights as you start out. <br />
<br />
To learn more about combat and how to win fights, see the [[Guide_to_Combat|Guide to Combat]].<br />
<br />
=== Ghosts ===<br />
<br />
If you end up dying, don't worry, there's a few ways to go from there.<br />
<br />
If you try to move, you'll '''[[ghost]]''' out of your corpse. This is essentially spectator mode - you can communicate with other dead players (and talking about the round out of character is okay in this chat) by talking normally and are able to fly around the entire map. (Note that while it's okay to talk about the round in deadchat, if you're revived, '''you cannot use any information gained while dead'''. Anything you saw while alive is fair game.)<br />
<br />
If you die, you can be [[Cloning|cloned]], revived via [[defibrillator]], turned into a [[podperson]], have your brain removed and put into a [[cyborg]], or more. There are '''ghost roles''' that can be played by dead players - some areas have objects that, when clicked on as a ghost, will spawn you as a new character. (You're a new character, so don't use any information from your past life.) There may even be alerts that pop up while you're dead, asking if you'd like to take control of a [[xenomorph]], a [[morph]], or almost anything else. These are often provided by admins, but can occasionally happen via random event. '''Please note that if you take on a ghost role you CANNOT be cloned or return to your original body!'''<br />
<br />
= Playing the Game =<br />
<br />
[[File:HUD_no_labels.png|thumb|500px|Arriving on the station.]]<br />
<br />
{{Speech<br />
|name=C-05-MO, the AI<br />
|text=Hello! The automatic diagnostic and announcement system welcomes you to Space Station 13. Remember: Have a secure day.<br />
|image=[[File:AI.gif|64px|right]]<br />
}}<br />
<br />
<br />
Now that we've gone over the interface and some more important game concepts, let's jump into the game. If you join a game in progress, you'll spawn on the [[Arrivals|arrival shuttle]]. (You'll start buckled onto a chair as the shuttle docks with the station - press the '''Resist''' button on the HUD or the picture of the chair to unbuckle yourself). Otherwise, you'll be spawned in a random, public area of the station.<br />
<br />
BeeStation has multiple maps that the server will occasionally change to. The "standard" station layout is [[BoxStation|Box Station]], but the game can also take place on [[MetaStation|Meta Station]], [[PubbyStation|Pubby Station]], [[DeltaStation|Delta Station]], or [[OmegaStation|Omega Station]]. You can visit the individual wiki pages to see the layout of a specific map.<br />
<br />
Each station has a unique layout, so you'll likely want to use these maps to get your bearings.<br />
<br />
* "BoxStation" [https://beestation13.com/map/box Click here for a map of BoxStation.] Visit [[BoxStation|the wiki page for BoxStation]] for more details.<br />
* "MetaStation" [https://beestation13.com/map/meta Click here for a map of MetaStation.] Visit [[MetaStation|the wiki page for MetaStation]] for more details.<br />
* "PubbyStation" [https://beestation13.com/map/pubby Click here for a map of PubbyStation.] Visit [[PubbyStation|the wiki page for * PubbyStation]] for more details.<br />
* "DeltaStation" [https://beestation13.com/map/delta Click here for a map of DeltaStation.] Visit [[DeltaStation|the wiki page for * DeltaStation]] for more details.<br />
* "KiloStation" [https://beestation13.com/map/kilo Click here for a map of KiloStation.] Visit [[KiloStation|the wiki page for * KiloStation]] for more details.<br />
<br />
Since you've chosen [[Assistant]] as your role, you'll have no responsibilities. This means you can safely attempt to get your bearings without fear of someone telling you that you need to be doing something. This guide will list a few tasks for you to perform so you can put the concepts discussed above into practice. It might be awkward at first, but it doesn't take much time to get to grips with how to control your character.<br />
<br />
== What to do if There's a Breach ==<br />
<br />
If you hear the telltale sound of air being sucked out of a room or see a hole in the station, something's gone wrong and caused a breach. It's wise to avoid being exposed to the vacuum of space for too long, but if you need to pass by, you can put '''internals''' on.<br />
<br />
When you spawn, inside your backpack is an emergency kit with a [[Emergency Oxygen Tank|small tank of O2]], a [[Breath Mask|breath mask]], and an [[Epipen|epipen]] to stabilize someone who's in crit.<br />
<br />
; Step 1 : Using an empty hand, click on your backpack, then click + drag the box inside to your character's sprite. This will open the box.<br />
; Step 2 : Take the breath mask and put it on your mask [[File:Hud-Mask.png]] slot (press the equipment [[File:Hud-inventory.png]] icon to see it).<br />
; Step 3 : Take the O2 tank and put it in one of your pockets. This leaves your hands free for other tasks.<br />
; Step 4 : Press the internals [[File:Gmaskinternalsicon.gif]] icon to turn on your air supply.<br />
; Step 5 : Pull out the [[File:Skinsuit_in_hand.PNG|Skinsuit]]from the same box and use the activate key to roll out so it looks like [[File:Skinsuit_in_hand_v2.PNG|Skinsuit]]and slide it to your exosuit slot<br />
; Step 6 : Complete your stunning new outfit with [[File:Skinsuit_helmet.PNG|helmet]] and put it on your hat slot<br />
<br />
<br />
This will keep you breathing clean air - make sure to avoid exposure to a vacuum for too long, and watch your air tank's supply in the Status bar!<br />
<br />
{| class="wikitable" style="text-align: left; background-color:#FAFEFF;"<br />
|-<br />
|[[File:Backpack.png]]<font size="3">'''1. Inventory Management:'''</font size><br />
<br />
:The inventory system is a little unintuitive at first, but once you figure it out, it'll stay with you.<br />
:Items in the game have 4 different "weight classes," tiny, small, normal, and bulky. These weight classes determine in which storage slots it can fit in, and what they can't fit in.<br />
:If you are wearing a jumpsuit, the two item storage slots to the rightmost of your screen are your pockets. These pockets can only store tiny items.<br />
:Your hands are where you can grab items and interact with them.<br />
:Your back is where you should have your backpack. Your backpack is your main storage space, but it can only fit a limited amount of items. You can stuff tiny, small, and normal classed items into your backpack. However, normal classed items will take up more storage space than a tiny classed item.<br />
:Your belt is where you store your toolbelt, (if you are an [[engineer]]), your gun, or a variety of other different items, which range from swords to defibrillators.<br />
:The items which you can fit in your suit storage (on the leftmost of your screen, below your gloves) depend on the uniform you are wearing. For example, a hardsuit would allow you to fit an oxygen tank in there, whilst an armor vest would allow you to fit a taser in there.<br />
|-<br />
|[[File:Nuvola apps important.svg|25px]]<font size="3">'''2. Hazards:'''</font size><br />
:A good start to reacting against someone beating your teeth in is by screaming ";HELP <LOCATION NAME> <GUY BEATING YOU UP> IS A [[Jobs#Antagonists|<TRAITOR/LING/WHATEVER>]]. This allows security to flag that guy down as arrest, which means that if a security officer encounters that person again, they see an arrest overlay.<br />
:[[Random events#Radiation Storm|Radiation Storm:]] A message stating '''''"High levels of radiation detected near the station. Maintenance is best shielded from radiation."''''' will broadcast. Normally, if the heads are competent, a station-wide emergency will then be declared opening up maintenance even if you don't have access. All you have to do now is mill in maintenance until the radiation storm passes over.<br />
:If there's cries of revolutionaries or a cult, [[Blood Cult|blood]] or [[Clockwork Cult|otherwise]] over the radio, it's probably in your best interests to secure a pair of sunglasses and head towards security to get implanted (or baton "unconverted"). It's not unknown for security to become particularly trigger-happy towards unimplanted crewmembers.<br />
|}<br />
<br />
== What Jobs to Take After Your First Round ==<br />
<br />
* Though many say that [[Assistant]] is the best starting role, the lack of a focused objective can make learning the game difficult. Many people also will dismiss any Assistant as a "greytider" or something similar. You might be better off trying a role that isn't critical to the game, but still has a job to do, such as [[Chef]], [[Cargo Technician]], or [[Janitor]].<br />
<br />
* After you've gotten used to the controls and general idea, you might want to move to a role such as [[Medical Doctor]], [[Scientist]], or [[Station Engineer]] - these jobs require a slight amount of skill with the controls, and have more depth to them than some of the general service roles.<br />
<br />
* Don't play security roles like the [[Security Officer]] or [[Warden]] until you're proficient with the controls and know enough about the game to treat people fairly. It's very easy to play security poorly, and [[Shitcurity|letting the power get to your head is a bad idea]].<br />
<br />
* You'll want to avoid round critical roles such as [[Captain]], [[AI]], or any heads of staff until you're well versed in the game and know what's going on. If, by some coincidence, you end up being one of these roles and you aren't prepared, just ahelp explaining the situation - we'd all much rather someone admits they aren't ready for a role than to do a bad job, or even worse, silently disconnect, messing up the round even more.<br />
<br />
* Avoid joke roles such as the [[Clown]] or [[Mime]] at first - many players find harassing the on board entertainment much more fun than any jokes the clown might otherwise have.<br />
<br />
* After some time, when you're confident enough in your combat abilities, you should enable antagonists within your game preferences, so that you can roll for antag when the shift starts. A good half of the game is arguably being an antag and beating everyone up.</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Starter_guide&diff=31795Starter guide2020-05-31T07:05:26Z<p>Ethnius: /* What to do if There's a Breach */</p>
<hr />
<div><!-- <br />
<br />
hey, read this before you edit<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
if you make an edit and the tabs/etc break refresh the page with ?action=purge at the end of the url <br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
todo:<br />
<br />
-make sure hotkey info is up to date, new PRs may have changed how it works<br />
-actually add the playing the game section<br />
-add a section after playing the game that gives more tips on what to do after you learn the basics<br />
<br />
--><br />
<br />
<br />
This guide is designed for ease of use for first time players, so non-essential information is segregated to expandable text boxes. Reading these isn't necessary to get into the game, but it's recommended.<br />
<br />
<br />
= [[What is SS13|What is SS13?]] =<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=Hmph. Fresh off the boat from Nanotrasen's recruitment office, huh? Let me tell you something, kid. You won't last five minutes on this floating deathtrap without help. You're as likely to be left for dead in a dark maintenance tunnel riddled with bullet holes as you are to get out of here alive. Lucky for you, I'm in a helpful mood today.<br />
|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
<br />
'''Space Station 13''' is a multiplayer sandbox that has a heavy focus on player interaction. In the year 2557, the megacorporation Nanotrasen has employed you as a staff member onboard their latest state of the art research station. Nanotrasen claims to be researching plasma, a mysterious new substance, but rumors are abound that the station is little more than a twisted social experiment...<br />
<br />
At the start of each round, each player is assigned a [[Jobs|role]] onboard the station. There are many [[Jobs|jobs]], such as the [[scientist]] performing [[Guide_to_Research_and_Development|research and development]] of new technologies, the [[Medical_Doctor|medical doctor]] trying to keep people alive, or the simple [[janitor]]. There are many different ways to play. The game also randomly chooses a [[Game Mode|a round type]], ranging from [[Nuclear Operative|an all out assault on the station by nuclear operatives]], a [[Blood Cult|sinister cult sacrificing crewmembers to summon their god]], or more commonly, [[Traitor|good ol' fashioned traitors]]. Every round on Space Station 13 is different.<br />
<br />
= Before Playing =<br />
<br />
<br />
'''It's important to [[https://beestation13.com/rules read the rules]] before connecting for the first time.''' Some common new player mistakes to avoid include:<br />
<br />
* Being violent towards other crew members without any reason. This is only okay if you're an [[Terminology#Antag|antagonist]], and you will be notified if you're chosen to be one. If they grab you by your butt and try to [[Terminology#Spacing|space]] you, feel free to [[Terminology#Robust/Robusting|robust]] them. (Telling the admins you were "roleplaying an insane person" will get a couple laughs, but you'll still get banned.)<br />
* Asking questions in [[OOC#OOC_channel|OOC]] (out-of-character) chat that are directly related to anything happening in the round. For example, "Why did I just get killed by the clown?". It's okay to discuss this in [[Terminology#Deadchat|deadchat]] or after the round is over. These questions are also alright if asked in [[Terminology#Adminhelp.2FAhelp|adminhelps]] by pressing F1, but preferred in mentor help (press MENTOR tab above chat).<br />
<br />
The admin team generally tries to give players benefit of the doubt, so it's okay to mess up. As long as you're polite and willing to learn from your mistakes, you won't be in trouble. You can press F1/the [[Terminology#Adminhelp.2FAhelp|adminhelp]] button at any time to send a message directly to the admin team if you have any questions.<br />
<br />
One last point: Please, '''remember the human'''. SS13 can be highly frustrating, you will be unceremoniously killed, griefed, or die to some galactic space-bug shortly before executing your master plan. Everyone is here to play a game they enjoy, so keep that in mind before you bash someone's brain in with a toolbox because they took your [[Engineering_items#Multitool|multitool]].<br />
<br />
== Setting Up ==<br />
<br />
<br />
Make your way to the [http://www.byond.com/download/ BYOND download page] and '''download the client'''. Once you've downloaded, installed, and logged into the client, feel free to close it - we won't be needing to use it directly anymore. Once you're set up, choose a server to join:<br />
<br />
* '''BeeStation LRP:''' byond://golden.beestation13.com:7777<br />
* '''BeeStation MRP:''' byond://golden.beestation13.com:7878<br />
<br />
If you can't use these links to join, open the BYOND client, press '''Ctrl and O''', and paste the link to the server you want to join.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|Bagil is usually the most populated server, and Terry is located in Europe. Population numbers vary depending on a couple factors, but you can usually assume games on Sybil and Terry will have less players than Bagil. Rounds on Bagil are usually quicker as a result. Some players might try to claim that one server is more roleplay oriented or has better players, but this is usually entirely subjective opinion.|dropdown=true|collapsed=true|name=Server Differences}}</div><br />
<br />
[[File:Newplayeroptions.png|left|thumb|The New Player Options menu]] Once you've connected to a server, you'll be greeted by a small popup window labelled '''New Player Options'''.<br />
<br />
If this is your first time playing on BeeStation, you'll need to create a character. Click on the '''Setup Character''' button, and the character creation menu will open.<br />
<br />
[[File:Character_settings.PNG|thumb|The character setup screen]]<br />
<br />
You don't need to worry about Special Names, Custom job preferences, Uplink Spawn Location, or Species - for now, '''make sure you're a human''', and edit your appearance as you see fit. There's no difference between clothing/backpack options other than appearance, so pick what you think looks best.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|Special names are names specific to certain roles - for example, if you're the clown, you may want a funny name instead of your regular one. The name policy is relaxed on these, so if you have a funny idea for a name, go nuts (within reason - this is at admin discretion). The only custom job preference is specific to security officers, and allows you to choose the department you'd like to monitor. The Uplink spawn location is specific to the [[traitor]] role, and determines the item you can access your [[uplink]] from, where you can purchase different tools to accomplish your goals. The various species options have some effects on gameplay - you can browse the articles for [[lizardmen|lizards]], [[flypeople]], and [[plasmamen]] for more info.|dropdown=true|collapsed=true|name=What does all the ignored stuff do?}}</div><br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|The AI on the station follows [[Asimov|the three rules of robotics]]. This means that if you aren't human, the AI can ignore you freely and can cause harm to you if they want. Most players will avoid needlessly antagonizing anyone not playing a human, but it's much better to be safe than sorry.|dropdown=true|collapsed=true|name=Why do I need to be a human?}}</div><br />
<br />
Once you've finished editing your appearance, be sure to press the '''Save Setup''' button at the bottom of the window. Next, press the '''Set Occupation Preferences''' button.<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=You're brand new here, so make sure you sign up as an Assistant. Nanotrasen usually has checks to make sure fresh meat doesn't get to be the Captain, but if you manage to end up in that position, you'll probably be just another case for me to solve.|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
<br />
[[File:New_Occupation_screen.JPG|thumb|left|The occupation preferences window]]<br />
[[File:Game_prefences_Screen.PNG|thumb|The game preferences window]]<br />
<br />
If the button next to Assistant is a red '''NO''', click it once so that it says '''YES''' in green text. This sets your job to be assistant, no matter what.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|When the game begins, the server checks each players occupation preferences, and assigns jobs accordingly. You can pick '''High''', '''Medium''', '''Low''', or '''Never'''. Each player is limited to one High preference job. Some roles have limited player counts - for example, there is only one Captain. There is no limit on assistants, and it's a role that has no responsibilities, so it's ideal for getting to grips with the game. Some jobs that are critical to game progression are locked off until a certain amount of time has passed since your first login. Check the [[Job selection and assignment|job selection and assignment page]] for more info.|dropdown=true|collapsed=true|name=What does all the ignored stuff do?}}</div><br />
<br />
After that, press '''Done''', then, '''Save Setup'''. Then click on '''Game Preferences''' at the top of the character creation screen. The menu will change and have a big list of options.<br />
<br />
Make sure all of the Special Role Settings are set to '''No''' (These control optional settings, like choosing if you'd like to roll for a traitor role - they assume you know how to play the game and are important to the round, so we want them off for now.) '''More importantly, change the Keybindings option to [[Keyboard_Shortcuts|"Hotkeys"]]'''. This guide will assume you're using this control scheme, as it provides quicker functions for actions than the default controls. Most of the options here are relatively self explanatory or irrelevant, so once you're done, click '''Save Setup''' one last time and close the window.<br />
<br clear="both"><br />
<br />
== Joining the Game ==<br />
<br />
<br />
Now that you've created your character, you're ready to join the game. (You may want to continue to read the guide before jumping in.)<br />
<br />
There's two possible menus here - the lobby screen will either display a list that has '''Join Game!''' or a '''Ready'''/'''Not Ready''' toggle.<br />
<br />
<tabs><br />
<tab name="Join Game!">[[File:Job_select_screen.PNG|thumb|The choose profession window]] <div style="text-align: center;">If the window says '''Join Game!''', there's currently a round going on. This is most likely what you'll see.<br><br>Click on the button, and a window will pop up asking you to choose a profession. The jobs available will vary, but for now, pick '''Assistant'''. (The numbers in the brackets next to the job title show the current number of players who have been assigned that job for the round, if there is a zero inside the brackets, no one has been assigned to that job for the round. When you click on the job you want, you'll be brought to the station via the [[Arrivals|arrival shuttle]]. You'll start out on a transit shuttle that will dock at the station in a few seconds - you'll also be strapped into a chair, so don't forget to unbuckle yourself. (You can do this by clicking the '''Resist''' button - don't worry if you aren't sure which button that is yet, as it's explained further down the guide.)</div></tab><br />
<tab name="Ready/Not Ready/Observe"><div style="text-align: center;">If the window has three buttons that say '''Ready''', '''Not Ready''', and '''Observe''', that means a round has not started yet.<br><br>This is ideal, because you'll be playing the round from the beginning, when things are the going to be calm and allow you to get your bearings in a relatively safe environment. Toggle the button to '''Ready''', then wait for the game to begin. (You can see the time until the game begins on the '''Lobby''' tab, on the top right of the game window.)<br><br>Pressing '''Observe''' will spawn you as a [[ghost]], which is essentially a spectator - you won't be able to spawn normally until the next round if you select this option!</div></tab><br />
</tabs><br />
<br />
== Interface 101 ==<br />
<br />
<br />
=== Tabs ===<br />
<br />
<br />
[[File:Tutorial_tabs.png|left|thumb|Status tab]]<br />
<br />
Before you do anything else, take a look at the top right of the game window. You'll see some tabs labelled '''Status''', '''Lobby''', '''Admin''', '''IC''', '''OOC''', '''Object''', and '''Preferences'''. The most important tabs are the Status and Admin tabs. If you're using internals (an oxygen tank and mask), the Status tab tells you the remaining air pressure - useful for avoiding death by suffocation. The Admin tab contains the '''Adminhelp''' button, used to contact admins directly if you have a question or believe someone is breaking the rules.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|<br />
; Status : Displays important info such as your ping, the current map, pressure remaining in airtanks, etc.<br />
; Admin : Contains buttons that allow you if any admins are online, and most importantly, to send a message directly to the admins (the '''Adminhelp''' button). If no admins are online, the message will be forwarded to the admin IRC channel.<br />
; IC : Stands for "In Character". Usually won't use this. (The '''Pray''' button allows you to send a message to any admins online in character - often used for "communicating with the gods". Another useful button is '''Rest''', which lets you go prone at will.)<br />
; OOC : Stands for "Out of Character". Again, rarely needs to be used. Various functions that are related to the game, but not something your character does (eg. seeing the number of players online).<br />
; Object : Never used. Contains buttons to manipulate objects (eg. drag/stop dragging an object), but there are [[Keyboard_Shortcuts|hotkeys]] to do these things much faster.<br />
; Preferences : Self explanatory - contains various options you can toggle on and off.|dropdown=true|collapsed=true|name=Tab descriptions}}</div><br />
<br />
In the '''Status''' tab, take note of the map currently being played on the server. It'll be used later in the guide.<br />
<br />
=== HUD ===<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text="Interface"? What the hell are you talking about, kid? "Blue buttons?" Geez, you've been here for five minutes and you're already cracking. Hmmm... *recorder crackles* Note to self - check atmospherics. Gas might be poisoned.|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
The biggest barrier to entry in Space Station 13 is the controls. The UI is, at a glance, complex, and the controls are unintuitive. Thankfully, once it clicks, you'll never have an issue with it again. '''Don't let it overwhelm you - after a round or two of practice, you should be fine.'''<br />
<br />
The top right of the screen contains the action tabs mentioned previously, and the bottom right is the text log. This is where you can see what people are saying, what's happening around you, and chat such as OOC or adminhelps. The bar along the bottom of the screen is the input bar, but since we're on [[Keyboard_Shortcuts|Hotkey]] mode we won't need to use it. There's quite a few HUD elements on the main screen, so let's break them down into sections. '''Don't worry if you can't memorize what everything does at once''' - you can always come back to this guide.<br />
<br />
<tabs><br />
<tab name="Hands">[[File:Hud-hands.gif]] One of the most important elements of the HUD. You have the ability to hold an item in each hand (unless an item takes up both hands, obviously). The square around one of the hands is the '''selected hand'''. If you have an '''empty''' selected hand, and click on an object, you'll pick it up/open it/use it. If '''an object is in your selected hand''' and you click on something, you'll use it on the item you're holding. (The way this works means that if you'd like to unequip your backpack, you need to click and drag the bag into your hand - if it was removed by clicking on it, you'd never be able to open the bag.)<br />
<br />
'''If this seems confusing, don't worry - it'll be explained shortly.'''</tab><br />
<tab name="Inventory Buttons">These icons manage your inventory.<br />
<br />
The backpack [[File:Hud-inventory.png]] icon can be toggled to show your worn equipment.<br />
<br />
The belt [[File:Hud-Belt.png]], backpack [[File:Hud-Back.png]], and pocket [[File:Hud-Pocket.png]] icons are all storage locations.<br />
<br />
The ID [[File:Hud-ID.png]] slot can hold your ID, or your PDA (which can hold your ID).</tab><br />
<tab name="Interact Commands">These buttons directly affect how you interact with objects.<br />
<br />
The drop [[File:Hud-drop.png]] and throw [[File:Hud-throw.png]] icons do what the name implies. Dropping is self explanatory, but the throw button is a toggle - if it's on and you click somewhere, you'll throw the item in your hand at where you clicked. (You can also press R to enable throwing and Q to drop your held item.)<br />
<br />
The pull [[File:Hud-pull.png]] icon only appears when dragging something, and can be pressed to stop dragging an object. [[Keyboard_Shortcuts|Hotkey]]: "del". <br />
<br />
The internals [[File:Gmaskinternalsicon.gif]] icon can be clicked to enable/disable your internals (oxygen tank and breath mask). <br />
<br />
The resist [[File:Hud-resist.png]] icon can be pressed to break out of grabs, restraints, and if you're on fire, is the "stop drop and roll" button. [[Keyboard_Shortcuts|Hotkey]]: "B". <br />
<br />
The run/walk toggle [[File:Hud-walkrun.gif]] icon can be pressed to switch between running and walking. Running is faster, but walking has benefits, such as being able to walk over water without slipping - useful for when the janitor doesn't put wet floor signs down. [[Keyboard_Shortcuts|Hotkey]]: Hold "alt" to walk. <br />
<br />
The body selector [[File:Hud-target.gif]] icon is used to choose which body part you want to target. This is used for both targeting specific sections to heal, or targeting specific sections when attacking someone. Click a limb to target it. (You can target individual arms, legs, the head, the upper torso, the groin, the eyes, or the mouth.) [[Keyboard_Shortcuts|Hotkeys]]: "numpad keys". <br />
<br />
Last but not least is the intent selector [[File:Hud-intent.gif]] - this will be explained in detail later. It has four modes: '''Help''', '''Disarm''', '''Grab''', and '''Harm''', in clockwise order. [[Keyboard_Shortcuts|Hotkeys]]: "1-4".</tab><br />
<tab name="Other">The health [[File:Hud_100_percent_Health.gif]] icon and [[File:Healthdoll.gif]] doll change depending on how injured you are. <br />
<br />
The crafting menu [[File:Craft.gif]] icon opens the crafting menu.<br />
<br />
The speech bubble [[File:Talk_wheel.gif]] icon opens the languages menu. You won't need to use this for the tutorial.<br />
<br />
The create area [[File:Area_edit.gif]] icon is used to create an "area", which is a more advanced topic. You won't need to worry about it for this tutorial.</tab><br />
<tab name="Alerts">These will only appear on the HUD if something is wrong.<br />
<br />
[[File:Hud-oxy.gif]] '''Oxygen warning''' - The air you're breathing doesn't have enough oxygen.<br />
<br />
[[File:Hud-pressure.gif]] '''Pressure warning''' - Pressure levels are too high (red) or too low (black). Low and high pressures can kill you.<br />
<br />
[[File:tox_in_air.gif]] '''Toxin warning''' - You are breathing in toxic gases.<br />
<br />
[[File:Hud-fire.png]] '''Fire warning''' - The air is hot enough to burn you.<br />
<br />
[[File:Hud-freeze.gif]] '''Freeze warning''' - The air is cold enough to freeze you.<br />
<br />
[[File:Hud-temp.gif]] '''Temperature warning''' - You're too cold or too hot.<br />
<br />
[[File:Hud-hunger.gif]] '''Hunger warning''' - You're starting to get hungry. You cannot die from hunger, but the longer you go without food, the slower you will be able to run. You can also eat too much and become bloated.</tab><br />
</tabs><br />
<br />
== Controls ==<br />
<br />
<br />
[[File:Hotkeys.png|thumb|500px|[[Keyboard_Shortcuts|Keybindings]] for the [[Keyboard_Shortcuts|hotkey mode]]]]<br />
<br />
There might seem like quite a few controls, but don't worry - you'll only be using a few the majority of the time. There's a lot of edge cases in SS13, due to the sheer nature of features and content available. You can check [[Controls|this page]] for a list of every keybinding. Although your control scheme was changed to '''[[Keyboard_Shortcuts|Hotkeys]]''' in the Game Preferences menu, it may not have applied itself - if there is a large red bar going across the bottom of the screen, click somewhere on the game window and press '''Tab'''. This is the manual toggle for [[Keyboard_Shortcuts|hotkey]] mode - if the bar changes to white, you're good to go.<br />
<br />
* Use '''WASD''' to move.<br />
* Press '''T''' to talk.<br />
** If you add a semicolon before anything else, you'll transmit your message to the general chat radio.<br />
** You can speak on department specific radio channels - the format is the same for each, just with a different letter. To speak on the medical channel, for example, type '''.m''' before your message. (You can also use ''':m''' or '''#m''')<br />
* Press '''O''' for OOC chat.<br />
** Be careful not to mix the two chat buttons up - your cry for help might end up going in OOC, where anyone can see it at any time.<br />
* Press '''M''' to write an emote.<br />
** This is for nonverbal actions - for example, writing "sighs." in the text box would show as "''[Character Name]'' sighs."<br />
* '''Click''' on objects in the game world to interact with them. For most, you'll need to be next to or ontop of the object.<br />
** This is used for things such as interacting with computer terminals, picking up items, using an item on something, or attacking someone.<br />
* '''Right-click''' on something to open the context menu.<br />
** This is slow and clunky, and you can usually perform most actions with [[Keyboard_Shortcuts|hotkeys]]. There are a few examples of actions that can only be done with a right-click, but they're far and few between.<br />
* Hold '''Control and click''' on something to drag it.<br />
** This won't work if the item in question is fixed in place. You can use this to drag almost anything otherwise.<br />
** Press '''H''', '''Delete''' or use the pull [[File:Hud-pull.png]] icon to stop dragging.<br />
* Hold '''Shift and click''' on something to examine it.<br />
* Press '''X''' or '''Middle Mouse Button''' to change your selected hand.<br />
** Your selected hand is the one that will pick up an object (if empty) or use the object in that hand (if holding something). You can tell which is selected by the small box around one of your hands.<br />
* '''Clickdragging''' is used for a couple of specific actions.<br />
** For example, to climb onto a table, drag and drop your character to the table.<br />
** To put things on/take things off of someone, drag and drop their character onto yourself. (To put things on them, you'll need to have the item in your selected hand.)<br />
** You can open a container without holding it in your hand by alt-clicking it or clickdragging it onto yourself. This also works for storage items you're wearing, which is useful if your hands are full.<br />
** You can also buckle yourself/other people to chairs using this. It can be tricky, as you have to be on top of the chair, and your mouse has to be on top of the chair's exposed sprite.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|Press '''Z''' to use the item in your selected hand. (You can also click on the object in the HUD) This is used for things like toggling the fire mode on a weapon or turning on an [[Energy Sword|energy sword]]. Some objects such as food require you to click on your own character sprite, and do nothing if you "use" them.<br />
<br />
Hold '''Alt and click''' to perform specific, context sensitive actions. Some functions for alt-clicking include removing an ID from your PDA (or pen if there's no ID in it), toggling the lock on a locker, split a stack of items, crawling into vents (as something small like a monkey) etc.<br />
<br />
Hold '''Shift and press Middle Mouse Button''' to point at something. This creates a message in the chat and temporarily displays an arrow over the thing you point at.<br />
<br />
Press '''R''' to enable throwing mode. If you click somewhere in the game world when you have throwing mode on and an item in your selected hand, you'll throw it at that point. If someone throws an item at you, and you have throwing mode on, you'll catch the item.<br />
|dropdown=true|collapsed=true|name=Non-Essential Controls}}</div><br />
<br />
== Gameplay Concepts ==<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=You know, as much as I like to rib the fresh meat, it doesn't really matter if something happens to them - Nanotrasen thinks death is a waste of money, they'll just get cloned or something. What? Oh, shit, I gotta go. *click* You, uh, didn't hear that - right, kid?<br />
|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
<br />
Before getting into anything else, it's important to note that since SS13 is such an open ended game that has other people in it, when you get in game and try to follow the guide, things may go wrong - the station might have been almost entirely consumed by a singularity, a traitor could attack you with a powerful weapon, or something no one could have predicted will kill you. It's important to '''not let death get to you''' - Rule 10 exists for a reason! There are multiple ways you can be brought back into the game - don't get frustrated if something happens.<br />
<br />
As a brand-new player, your first objective is simply joining the station as non-essential crew and attempting to survive, escaping via the evacuation shuttle or one of the pods located around the station. From there, you can branch out into more of the specific concepts that are often stumbling blocks for newer players, so let's address those first. (These are all in expandable boxes to save space, but it's not a bad idea to read them beforehand.)<br />
<br />
=== The Hands System ===<br />
<br />
One of the things the majority of new players have trouble with is the hands system. It's not complex once you've figured it out, but it can be difficult to understand without help. You must use them interchangeably! You can activate items in one hand with the other, combine them, as well you can place items down to interact in the same way with them as they sit nearby. Players will be able to see what is in your hands.<br />
<br />
You have two hands at your disposal. The bright box around one of your hands is the '''selected hand'''. This is the hand that's used whenever you click on something - if it's empty, you'll either pick up an item, or interact with something (like a computer terminal or vending machine).<br />
<br />
If you have something in your selected hand, you'll use that item on whatever you click on. This can lead to confusion, because if you have something in your hand, you can't use things such as terminals or vending machines - you'll either hit the object with your item or do nothing.<br />
<br />
This is because you're trying to directly use the item on the object - this is why you're able to use a screwdriver to open the panel on a door, use wirecutters on a grille, or similar actions.<br />
<br />
This can also cause problems with '''backpacks, boxes, and other containers''' - if you want to open a container, alt click it. You can also pick it up, then switch hands and click on the container with an empty hand. Clicking on a container with an object will put it in the container. This also means that if you'd like to take your backpack off, you need to '''click and drag''' the bag to an empty hand - a normal click just opens the equipped bag.<br />
<br />
=== [[Intent|Intents]] ===<br />
<br />
The intent selector has four modes: '''Help''', '''Disarm''', '''Grab''', and '''Harm'''.<br />
<br />
====Help Intent [[File:Intent_Help.png]]====<br />
The '''Help''' intent is used for helpful interactions. For example, if someone is in critical condition, clicking on them (with an empty hand) will have you perform CPR. You'll also apply medication if you're holding any. In addition, if you have your intent on Help, and walk into someone who also has their intent on Help, you'll swap places with each other (instead of just pushing them in the drection you're moving). '''Be careful''' - if you have an item in your hand that isn't designed to help someone, you'll still attack them with it!<br />
<br />
====Disarm Intent [[File:Intent_Disarm.png]]====<br />
The '''Disarm''' intent is used to nonlethally disarm and incapacitate people. If you click on someone with an empty hand while on Disarm, you'll '''shove''' them. Shoving someone pushes them one tile away from you. If there is nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. If the blocking tile has a table on it, they're pushed onto it [[Status_Effects#Knockdown|knocking them over]] for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is blocked by something else, it knocks them down for 3 seconds. Once [[Status_Effects#Knockdown|knocked down]], if they are shoved again it [[Status_Effects#Paralyze|paralyzes]] for 4 seconds. This [[Status_Effects#Paralyze|paralyze]] cannot be chained or extended, so shoving them again while they're [[Status_Effects#Paralyze|paralyzed]] does not extend the length of the [[Status_Effects#Paralyze|paralyze]]. <br />
<br />
It's also important to note that '''these actions only work if you're clicking on the target with an empty hand''', just as with all intents.<br />
<br />
====Grab Intent [[File:Intent_Grab.png]]====<br />
The '''Grab''' intent allows you to, as it says, grab people. Grabbing someone with Grab intent works differently from control-clicking. If you click on someone with an empty hand, you'll have a '''passive''' grab, which makes you pull people. You stop dragging the same way you stop pulling. See [[Keyboard_Shortcuts|Keyboard Shortcuts]] or click "pull" to release. Dragging prone people will slow you down. While on passive grab, clicking on the person once more upgrades it to an '''aggressive''' grab. The target can press [[Hotkeys#Hotkey-mode_Enabled|"resist"]] to try to escape from an aggressive or above grab level. Once you have an aggressive grab, you can either throw the person (by enabling throwing, then clicking somewhere), fireman carry them if they're prone (by click dragging their sprite onto yours), or click them again to slowly upgrade the grab to a level 3 '''neck''' grab. On neck grab you deal no damage, but it's harder for them to resist and get away. Click them one last time to slowly upgrade the grab to level 4, '''strangling'''. When strangling you deal [[Health#Oxygen|suffocation]] damage to the target, and the target has the lowest chance (5% per try) to successfully [[Hotkeys#Hotkey-mode_Enabled|resist]] out of the grab. Failing to resist out of a grab will deal some [[Health#Stamina|stamina]] damage to you. Grabs are harder to break out of the more [[Health#Stamina|stamina]] and [[Health#Brute|brute]] damage you have (especially stamina), but there is always at least 5% chance per try.<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=If you're dragging someone's victim, or yours, it's best to switch to an aggressive grab so that you can lift them. This stops them from bleeding on the floor, which kills them over time and leaves a long trail of blood.|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
====Harm Intent [[File:Intent_Harm.png]]====<br />
The '''Harm''' intent will harm. On standing targets you will attempt to punch them, which deals 1.5-15 [[Health#Stamina|stamina]] and 1-10 [[Health#Brute|brute]] damage. The chance to miss a punch increases the more stamina and brute damage you have. Punching has a chance to [[Status_Effects#Knockdown|knockdown]] the target for at least 4 seconds. The more brute and stamina damage the target has, the longer the target will be knocked down. If using harm intent on prone targets you will kick them, which deals 1.5-15 brute damage, with no chance to miss.<br />
<br />
=== Damage ===<br />
<br />
There are a few different damage types in SS13. If you take enough damage, you'll fall unconscious into critical condition, better known as '''Crit'''. If left untreated in this state, you'll slowly suffocate until you die.<br />
<br />
'''[[Guide_to_medicine#Brute|Brute]]''' damage is received from physical attacks - punches, kicks, toolboxes, hatchets - if someone is hitting you over the head with it, it does Brute damage.<br />
<br />
'''[[Guide_to_medicine#Burns|Burn]]''' damage is received from fire or exposure to the vacuum of space.<br />
<br />
'''[[Guide_to_medicine#Toxins|Toxin]]''' damage is received from breathing in poison gases, attacks from enemies like giant spiders, ingesting poison, drinking too much booze, or generally having any harmful chemical in your blood.<br />
<br />
'''[[Guide_to_medicine#Suffocation|Oxygen]]''' damage is received from being unable to breathe, or while in critical condition. It goes down over time by itself if you're not in crit.<br />
<br />
'''[[Guide_to_medicine#Brain_damage|Brain]]''' damage is reveived from being [[Guide_to_genetics#Cloning|cloned]] or [[Guide_to_chemistry#Methamphetamine|other things]]. Can randomly cause [[Guide_to_Traumas|brain traumas]]. Those suffering from brain damage usually need [[Guide_to_chemistry#Mannitol|chemicals]] to cure their condition.<br />
<br />
'''[[Guide_to_medicine#Cellular_damage|Cellular]]''' damage is reveived from being [[Guide_to_genetics#Cloning|cloned]] or from being fed on by a [[Slime|slime]]. Can be cured with [[Guide_to_medicine#Cryogenics_Tube|cryo]] treatment. <br />
<br />
Brute and Burn damage are applied to specific limbs. If you've been smacked in the head with a toolbox a few times, you'll have to aim at your head (with numpad keys) when you use a bruise pack. Most [[Guide_to_chemistry#Medicines|medicines]] can be ingested to heal damage anywhere on your body. If you take enough damage to one limb, you can be '''dismembered'''. You will need [[Surgery#Prosthetic_Replacement|surgery]] to replace lost limbs.<br />
<br />
=== Combat ===<br />
<br />
Combat in SS13 is very heavily focused on '''who falls over first'''. If you're prone, you've likely lost. This means items like [[General_items#Soap|soap]] [[File:Soaps.gif]] or [[Security_items#Disabler|disablers]] [[File:ModernDisabler.png]] are extremely useful.<br />
<br />
If you get into a fight, consider your options - it may be best to try and simply run away. If you think you can disarm your opponent, you could turn the tables by taking their weapon. Combat in SS13 is fast paced and revolves around a lot of back and forth swipes, almost like a strange joust between 2D spacemen.<br />
<br />
Getting better at combat in SS13 requires practice - there's only so much you can be taught. The rest is learning how to create and take advantage of opportunities. Hopefully, you won't have to get into many fights as you start out. <br />
<br />
To learn more about combat and how to win fights, see the [[Guide_to_Combat|Guide to Combat]].<br />
<br />
=== Ghosts ===<br />
<br />
If you end up dying, don't worry, there's a few ways to go from there.<br />
<br />
If you try to move, you'll '''[[ghost]]''' out of your corpse. This is essentially spectator mode - you can communicate with other dead players (and talking about the round out of character is okay in this chat) by talking normally and are able to fly around the entire map. (Note that while it's okay to talk about the round in deadchat, if you're revived, '''you cannot use any information gained while dead'''. Anything you saw while alive is fair game.)<br />
<br />
If you die, you can be [[Cloning|cloned]], revived via [[defibrillator]], turned into a [[podperson]], have your brain removed and put into a [[cyborg]], or more. There are '''ghost roles''' that can be played by dead players - some areas have objects that, when clicked on as a ghost, will spawn you as a new character. (You're a new character, so don't use any information from your past life.) There may even be alerts that pop up while you're dead, asking if you'd like to take control of a [[xenomorph]], a [[morph]], or almost anything else. These are often provided by admins, but can occasionally happen via random event. '''Please note that if you take on a ghost role you CANNOT be cloned or return to your original body!'''<br />
<br />
= Playing the Game =<br />
<br />
[[File:HUD_no_labels.png|thumb|500px|Arriving on the station.]]<br />
<br />
{{Speech<br />
|name=C-05-MO, the AI<br />
|text=Hello! The automatic diagnostic and announcement system welcomes you to Space Station 13. Remember: Have a secure day.<br />
|image=[[File:AI.gif|64px|right]]<br />
}}<br />
<br />
<br />
Now that we've gone over the interface and some more important game concepts, let's jump into the game. If you join a game in progress, you'll spawn on the [[Arrivals|arrival shuttle]]. (You'll start buckled onto a chair as the shuttle docks with the station - press the '''Resist''' button on the HUD or the picture of the chair to unbuckle yourself). Otherwise, you'll be spawned in a random, public area of the station.<br />
<br />
BeeStation has multiple maps that the server will occasionally change to. The "standard" station layout is [[BoxStation|Box Station]], but the game can also take place on [[MetaStation|Meta Station]], [[PubbyStation|Pubby Station]], [[DeltaStation|Delta Station]], or [[OmegaStation|Omega Station]]. You can visit the individual wiki pages to see the layout of a specific map.<br />
<br />
Each station has a unique layout, so you'll likely want to use these maps to get your bearings.<br />
<br />
* "BoxStation" [https://beestation13.com/map/box Click here for a map of BoxStation.] Visit [[BoxStation|the wiki page for BoxStation]] for more details.<br />
* "MetaStation" [https://beestation13.com/map/meta Click here for a map of MetaStation.] Visit [[MetaStation|the wiki page for MetaStation]] for more details.<br />
* "PubbyStation" [https://beestation13.com/map/pubby Click here for a map of PubbyStation.] Visit [[PubbyStation|the wiki page for * PubbyStation]] for more details.<br />
* "DeltaStation" [https://beestation13.com/map/delta Click here for a map of DeltaStation.] Visit [[DeltaStation|the wiki page for * DeltaStation]] for more details.<br />
* "KiloStation" [https://beestation13.com/map/kilo Click here for a map of KiloStation.] Visit [[KiloStation|the wiki page for * KiloStation]] for more details.<br />
<br />
Since you've chosen [[Assistant]] as your role, you'll have no responsibilities. This means you can safely attempt to get your bearings without fear of someone telling you that you need to be doing something. This guide will list a few tasks for you to perform so you can put the concepts discussed above into practice. It might be awkward at first, but it doesn't take much time to get to grips with how to control your character.<br />
<br />
== What to do if There's a Breach ==<br />
<br />
If you hear the telltale sound of air being sucked out of a room or see a hole in the station, something's gone wrong and caused a breach. It's wise to avoid being exposed to the vacuum of space for too long, but if you need to pass by, you can put '''internals''' on.<br />
<br />
When you spawn, inside your backpack is an emergency kit with a [[Emergency Oxygen Tank|small tank of O2]], a [[Breath Mask|breath mask]], and an [[Epipen|epipen]] to stabilize someone who's in crit.<br />
<br />
; Step 1 : Using an empty hand, click on your backpack, then click + drag the box inside to your character's sprite. This will open the box.<br />
; Step 2 : Take the breath mask and put it on your mask [[File:Hud-Mask.png]] slot (press the equipment [[File:Hud-inventory.png]] icon to see it).<br />
; Step 3 : Take the O2 tank and put it in one of your pockets. This leaves your hands free for other tasks.<br />
; Step 4 : Press the internals [[File:Gmaskinternalsicon.gif]] icon to turn on your air supply.<br />
; Step 5 : Pull out the [[File:Skinsuit_in_hand.PNG|Skinsuit]]from the same box and use the activate key to roll out so it looks like [[File:Skinsuit_in_hand_v2.PNG|Skinsuit]]<br />
; Step 6 : Complete your stunning new outfit with [[File:Skinsuit_helmet.PNG|helmet]]<br />
<br />
<br />
This will keep you breathing clean air - make sure to avoid exposure to a vacuum for too long, and watch your air tank's supply in the Status bar!<br />
<br />
{| class="wikitable" style="text-align: left; background-color:#FAFEFF;"<br />
|-<br />
|[[File:Backpack.png]]<font size="3">'''1. Inventory Management:'''</font size><br />
<br />
:The inventory system is a little unintuitive at first, but once you figure it out, it'll stay with you.<br />
:Items in the game have 4 different "weight classes," tiny, small, normal, and bulky. These weight classes determine in which storage slots it can fit in, and what they can't fit in.<br />
:If you are wearing a jumpsuit, the two item storage slots to the rightmost of your screen are your pockets. These pockets can only store tiny items.<br />
:Your hands are where you can grab items and interact with them.<br />
:Your back is where you should have your backpack. Your backpack is your main storage space, but it can only fit a limited amount of items. You can stuff tiny, small, and normal classed items into your backpack. However, normal classed items will take up more storage space than a tiny classed item.<br />
:Your belt is where you store your toolbelt, (if you are an [[engineer]]), your gun, or a variety of other different items, which range from swords to defibrillators.<br />
:The items which you can fit in your suit storage (on the leftmost of your screen, below your gloves) depend on the uniform you are wearing. For example, a hardsuit would allow you to fit an oxygen tank in there, whilst an armor vest would allow you to fit a taser in there.<br />
|-<br />
|[[File:Nuvola apps important.svg|25px]]<font size="3">'''2. Hazards:'''</font size><br />
:A good start to reacting against someone beating your teeth in is by screaming ";HELP <LOCATION NAME> <GUY BEATING YOU UP> IS A [[Jobs#Antagonists|<TRAITOR/LING/WHATEVER>]]. This allows security to flag that guy down as arrest, which means that if a security officer encounters that person again, they see an arrest overlay.<br />
:[[Random events#Radiation Storm|Radiation Storm:]] A message stating '''''"High levels of radiation detected near the station. Maintenance is best shielded from radiation."''''' will broadcast. Normally, if the heads are competent, a station-wide emergency will then be declared opening up maintenance even if you don't have access. All you have to do now is mill in maintenance until the radiation storm passes over.<br />
:If there's cries of revolutionaries or a cult, [[Blood Cult|blood]] or [[Clockwork Cult|otherwise]] over the radio, it's probably in your best interests to secure a pair of sunglasses and head towards security to get implanted (or baton "unconverted"). It's not unknown for security to become particularly trigger-happy towards unimplanted crewmembers.<br />
|}<br />
<br />
== What Jobs to Take After Your First Round ==<br />
<br />
* Though many say that [[Assistant]] is the best starting role, the lack of a focused objective can make learning the game difficult. Many people also will dismiss any Assistant as a "greytider" or something similar. You might be better off trying a role that isn't critical to the game, but still has a job to do, such as [[Chef]], [[Cargo Technician]], or [[Janitor]].<br />
<br />
* After you've gotten used to the controls and general idea, you might want to move to a role such as [[Medical Doctor]], [[Scientist]], or [[Station Engineer]] - these jobs require a slight amount of skill with the controls, and have more depth to them than some of the general service roles.<br />
<br />
* Don't play security roles like the [[Security Officer]] or [[Warden]] until you're proficient with the controls and know enough about the game to treat people fairly. It's very easy to play security poorly, and [[Shitcurity|letting the power get to your head is a bad idea]].<br />
<br />
* You'll want to avoid round critical roles such as [[Captain]], [[AI]], or any heads of staff until you're well versed in the game and know what's going on. If, by some coincidence, you end up being one of these roles and you aren't prepared, just ahelp explaining the situation - we'd all much rather someone admits they aren't ready for a role than to do a bad job, or even worse, silently disconnect, messing up the round even more.<br />
<br />
* Avoid joke roles such as the [[Clown]] or [[Mime]] at first - many players find harassing the on board entertainment much more fun than any jokes the clown might otherwise have.<br />
<br />
* After some time, when you're confident enough in your combat abilities, you should enable antagonists within your game preferences, so that you can roll for antag when the shift starts. A good half of the game is arguably being an antag and beating everyone up.</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Starter_guide&diff=31794Starter guide2020-05-31T07:05:09Z<p>Ethnius: /* What to do if There's a Breach */</p>
<hr />
<div><!-- <br />
<br />
hey, read this before you edit<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
if you make an edit and the tabs/etc break refresh the page with ?action=purge at the end of the url <br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
todo:<br />
<br />
-make sure hotkey info is up to date, new PRs may have changed how it works<br />
-actually add the playing the game section<br />
-add a section after playing the game that gives more tips on what to do after you learn the basics<br />
<br />
--><br />
<br />
<br />
This guide is designed for ease of use for first time players, so non-essential information is segregated to expandable text boxes. Reading these isn't necessary to get into the game, but it's recommended.<br />
<br />
<br />
= [[What is SS13|What is SS13?]] =<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=Hmph. Fresh off the boat from Nanotrasen's recruitment office, huh? Let me tell you something, kid. You won't last five minutes on this floating deathtrap without help. You're as likely to be left for dead in a dark maintenance tunnel riddled with bullet holes as you are to get out of here alive. Lucky for you, I'm in a helpful mood today.<br />
|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
<br />
'''Space Station 13''' is a multiplayer sandbox that has a heavy focus on player interaction. In the year 2557, the megacorporation Nanotrasen has employed you as a staff member onboard their latest state of the art research station. Nanotrasen claims to be researching plasma, a mysterious new substance, but rumors are abound that the station is little more than a twisted social experiment...<br />
<br />
At the start of each round, each player is assigned a [[Jobs|role]] onboard the station. There are many [[Jobs|jobs]], such as the [[scientist]] performing [[Guide_to_Research_and_Development|research and development]] of new technologies, the [[Medical_Doctor|medical doctor]] trying to keep people alive, or the simple [[janitor]]. There are many different ways to play. The game also randomly chooses a [[Game Mode|a round type]], ranging from [[Nuclear Operative|an all out assault on the station by nuclear operatives]], a [[Blood Cult|sinister cult sacrificing crewmembers to summon their god]], or more commonly, [[Traitor|good ol' fashioned traitors]]. Every round on Space Station 13 is different.<br />
<br />
= Before Playing =<br />
<br />
<br />
'''It's important to [[https://beestation13.com/rules read the rules]] before connecting for the first time.''' Some common new player mistakes to avoid include:<br />
<br />
* Being violent towards other crew members without any reason. This is only okay if you're an [[Terminology#Antag|antagonist]], and you will be notified if you're chosen to be one. If they grab you by your butt and try to [[Terminology#Spacing|space]] you, feel free to [[Terminology#Robust/Robusting|robust]] them. (Telling the admins you were "roleplaying an insane person" will get a couple laughs, but you'll still get banned.)<br />
* Asking questions in [[OOC#OOC_channel|OOC]] (out-of-character) chat that are directly related to anything happening in the round. For example, "Why did I just get killed by the clown?". It's okay to discuss this in [[Terminology#Deadchat|deadchat]] or after the round is over. These questions are also alright if asked in [[Terminology#Adminhelp.2FAhelp|adminhelps]] by pressing F1, but preferred in mentor help (press MENTOR tab above chat).<br />
<br />
The admin team generally tries to give players benefit of the doubt, so it's okay to mess up. As long as you're polite and willing to learn from your mistakes, you won't be in trouble. You can press F1/the [[Terminology#Adminhelp.2FAhelp|adminhelp]] button at any time to send a message directly to the admin team if you have any questions.<br />
<br />
One last point: Please, '''remember the human'''. SS13 can be highly frustrating, you will be unceremoniously killed, griefed, or die to some galactic space-bug shortly before executing your master plan. Everyone is here to play a game they enjoy, so keep that in mind before you bash someone's brain in with a toolbox because they took your [[Engineering_items#Multitool|multitool]].<br />
<br />
== Setting Up ==<br />
<br />
<br />
Make your way to the [http://www.byond.com/download/ BYOND download page] and '''download the client'''. Once you've downloaded, installed, and logged into the client, feel free to close it - we won't be needing to use it directly anymore. Once you're set up, choose a server to join:<br />
<br />
* '''BeeStation LRP:''' byond://golden.beestation13.com:7777<br />
* '''BeeStation MRP:''' byond://golden.beestation13.com:7878<br />
<br />
If you can't use these links to join, open the BYOND client, press '''Ctrl and O''', and paste the link to the server you want to join.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|Bagil is usually the most populated server, and Terry is located in Europe. Population numbers vary depending on a couple factors, but you can usually assume games on Sybil and Terry will have less players than Bagil. Rounds on Bagil are usually quicker as a result. Some players might try to claim that one server is more roleplay oriented or has better players, but this is usually entirely subjective opinion.|dropdown=true|collapsed=true|name=Server Differences}}</div><br />
<br />
[[File:Newplayeroptions.png|left|thumb|The New Player Options menu]] Once you've connected to a server, you'll be greeted by a small popup window labelled '''New Player Options'''.<br />
<br />
If this is your first time playing on BeeStation, you'll need to create a character. Click on the '''Setup Character''' button, and the character creation menu will open.<br />
<br />
[[File:Character_settings.PNG|thumb|The character setup screen]]<br />
<br />
You don't need to worry about Special Names, Custom job preferences, Uplink Spawn Location, or Species - for now, '''make sure you're a human''', and edit your appearance as you see fit. There's no difference between clothing/backpack options other than appearance, so pick what you think looks best.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|Special names are names specific to certain roles - for example, if you're the clown, you may want a funny name instead of your regular one. The name policy is relaxed on these, so if you have a funny idea for a name, go nuts (within reason - this is at admin discretion). The only custom job preference is specific to security officers, and allows you to choose the department you'd like to monitor. The Uplink spawn location is specific to the [[traitor]] role, and determines the item you can access your [[uplink]] from, where you can purchase different tools to accomplish your goals. The various species options have some effects on gameplay - you can browse the articles for [[lizardmen|lizards]], [[flypeople]], and [[plasmamen]] for more info.|dropdown=true|collapsed=true|name=What does all the ignored stuff do?}}</div><br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|The AI on the station follows [[Asimov|the three rules of robotics]]. This means that if you aren't human, the AI can ignore you freely and can cause harm to you if they want. Most players will avoid needlessly antagonizing anyone not playing a human, but it's much better to be safe than sorry.|dropdown=true|collapsed=true|name=Why do I need to be a human?}}</div><br />
<br />
Once you've finished editing your appearance, be sure to press the '''Save Setup''' button at the bottom of the window. Next, press the '''Set Occupation Preferences''' button.<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=You're brand new here, so make sure you sign up as an Assistant. Nanotrasen usually has checks to make sure fresh meat doesn't get to be the Captain, but if you manage to end up in that position, you'll probably be just another case for me to solve.|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
<br />
[[File:New_Occupation_screen.JPG|thumb|left|The occupation preferences window]]<br />
[[File:Game_prefences_Screen.PNG|thumb|The game preferences window]]<br />
<br />
If the button next to Assistant is a red '''NO''', click it once so that it says '''YES''' in green text. This sets your job to be assistant, no matter what.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|When the game begins, the server checks each players occupation preferences, and assigns jobs accordingly. You can pick '''High''', '''Medium''', '''Low''', or '''Never'''. Each player is limited to one High preference job. Some roles have limited player counts - for example, there is only one Captain. There is no limit on assistants, and it's a role that has no responsibilities, so it's ideal for getting to grips with the game. Some jobs that are critical to game progression are locked off until a certain amount of time has passed since your first login. Check the [[Job selection and assignment|job selection and assignment page]] for more info.|dropdown=true|collapsed=true|name=What does all the ignored stuff do?}}</div><br />
<br />
After that, press '''Done''', then, '''Save Setup'''. Then click on '''Game Preferences''' at the top of the character creation screen. The menu will change and have a big list of options.<br />
<br />
Make sure all of the Special Role Settings are set to '''No''' (These control optional settings, like choosing if you'd like to roll for a traitor role - they assume you know how to play the game and are important to the round, so we want them off for now.) '''More importantly, change the Keybindings option to [[Keyboard_Shortcuts|"Hotkeys"]]'''. This guide will assume you're using this control scheme, as it provides quicker functions for actions than the default controls. Most of the options here are relatively self explanatory or irrelevant, so once you're done, click '''Save Setup''' one last time and close the window.<br />
<br clear="both"><br />
<br />
== Joining the Game ==<br />
<br />
<br />
Now that you've created your character, you're ready to join the game. (You may want to continue to read the guide before jumping in.)<br />
<br />
There's two possible menus here - the lobby screen will either display a list that has '''Join Game!''' or a '''Ready'''/'''Not Ready''' toggle.<br />
<br />
<tabs><br />
<tab name="Join Game!">[[File:Job_select_screen.PNG|thumb|The choose profession window]] <div style="text-align: center;">If the window says '''Join Game!''', there's currently a round going on. This is most likely what you'll see.<br><br>Click on the button, and a window will pop up asking you to choose a profession. The jobs available will vary, but for now, pick '''Assistant'''. (The numbers in the brackets next to the job title show the current number of players who have been assigned that job for the round, if there is a zero inside the brackets, no one has been assigned to that job for the round. When you click on the job you want, you'll be brought to the station via the [[Arrivals|arrival shuttle]]. You'll start out on a transit shuttle that will dock at the station in a few seconds - you'll also be strapped into a chair, so don't forget to unbuckle yourself. (You can do this by clicking the '''Resist''' button - don't worry if you aren't sure which button that is yet, as it's explained further down the guide.)</div></tab><br />
<tab name="Ready/Not Ready/Observe"><div style="text-align: center;">If the window has three buttons that say '''Ready''', '''Not Ready''', and '''Observe''', that means a round has not started yet.<br><br>This is ideal, because you'll be playing the round from the beginning, when things are the going to be calm and allow you to get your bearings in a relatively safe environment. Toggle the button to '''Ready''', then wait for the game to begin. (You can see the time until the game begins on the '''Lobby''' tab, on the top right of the game window.)<br><br>Pressing '''Observe''' will spawn you as a [[ghost]], which is essentially a spectator - you won't be able to spawn normally until the next round if you select this option!</div></tab><br />
</tabs><br />
<br />
== Interface 101 ==<br />
<br />
<br />
=== Tabs ===<br />
<br />
<br />
[[File:Tutorial_tabs.png|left|thumb|Status tab]]<br />
<br />
Before you do anything else, take a look at the top right of the game window. You'll see some tabs labelled '''Status''', '''Lobby''', '''Admin''', '''IC''', '''OOC''', '''Object''', and '''Preferences'''. The most important tabs are the Status and Admin tabs. If you're using internals (an oxygen tank and mask), the Status tab tells you the remaining air pressure - useful for avoiding death by suffocation. The Admin tab contains the '''Adminhelp''' button, used to contact admins directly if you have a question or believe someone is breaking the rules.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|<br />
; Status : Displays important info such as your ping, the current map, pressure remaining in airtanks, etc.<br />
; Admin : Contains buttons that allow you if any admins are online, and most importantly, to send a message directly to the admins (the '''Adminhelp''' button). If no admins are online, the message will be forwarded to the admin IRC channel.<br />
; IC : Stands for "In Character". Usually won't use this. (The '''Pray''' button allows you to send a message to any admins online in character - often used for "communicating with the gods". Another useful button is '''Rest''', which lets you go prone at will.)<br />
; OOC : Stands for "Out of Character". Again, rarely needs to be used. Various functions that are related to the game, but not something your character does (eg. seeing the number of players online).<br />
; Object : Never used. Contains buttons to manipulate objects (eg. drag/stop dragging an object), but there are [[Keyboard_Shortcuts|hotkeys]] to do these things much faster.<br />
; Preferences : Self explanatory - contains various options you can toggle on and off.|dropdown=true|collapsed=true|name=Tab descriptions}}</div><br />
<br />
In the '''Status''' tab, take note of the map currently being played on the server. It'll be used later in the guide.<br />
<br />
=== HUD ===<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text="Interface"? What the hell are you talking about, kid? "Blue buttons?" Geez, you've been here for five minutes and you're already cracking. Hmmm... *recorder crackles* Note to self - check atmospherics. Gas might be poisoned.|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
The biggest barrier to entry in Space Station 13 is the controls. The UI is, at a glance, complex, and the controls are unintuitive. Thankfully, once it clicks, you'll never have an issue with it again. '''Don't let it overwhelm you - after a round or two of practice, you should be fine.'''<br />
<br />
The top right of the screen contains the action tabs mentioned previously, and the bottom right is the text log. This is where you can see what people are saying, what's happening around you, and chat such as OOC or adminhelps. The bar along the bottom of the screen is the input bar, but since we're on [[Keyboard_Shortcuts|Hotkey]] mode we won't need to use it. There's quite a few HUD elements on the main screen, so let's break them down into sections. '''Don't worry if you can't memorize what everything does at once''' - you can always come back to this guide.<br />
<br />
<tabs><br />
<tab name="Hands">[[File:Hud-hands.gif]] One of the most important elements of the HUD. You have the ability to hold an item in each hand (unless an item takes up both hands, obviously). The square around one of the hands is the '''selected hand'''. If you have an '''empty''' selected hand, and click on an object, you'll pick it up/open it/use it. If '''an object is in your selected hand''' and you click on something, you'll use it on the item you're holding. (The way this works means that if you'd like to unequip your backpack, you need to click and drag the bag into your hand - if it was removed by clicking on it, you'd never be able to open the bag.)<br />
<br />
'''If this seems confusing, don't worry - it'll be explained shortly.'''</tab><br />
<tab name="Inventory Buttons">These icons manage your inventory.<br />
<br />
The backpack [[File:Hud-inventory.png]] icon can be toggled to show your worn equipment.<br />
<br />
The belt [[File:Hud-Belt.png]], backpack [[File:Hud-Back.png]], and pocket [[File:Hud-Pocket.png]] icons are all storage locations.<br />
<br />
The ID [[File:Hud-ID.png]] slot can hold your ID, or your PDA (which can hold your ID).</tab><br />
<tab name="Interact Commands">These buttons directly affect how you interact with objects.<br />
<br />
The drop [[File:Hud-drop.png]] and throw [[File:Hud-throw.png]] icons do what the name implies. Dropping is self explanatory, but the throw button is a toggle - if it's on and you click somewhere, you'll throw the item in your hand at where you clicked. (You can also press R to enable throwing and Q to drop your held item.)<br />
<br />
The pull [[File:Hud-pull.png]] icon only appears when dragging something, and can be pressed to stop dragging an object. [[Keyboard_Shortcuts|Hotkey]]: "del". <br />
<br />
The internals [[File:Gmaskinternalsicon.gif]] icon can be clicked to enable/disable your internals (oxygen tank and breath mask). <br />
<br />
The resist [[File:Hud-resist.png]] icon can be pressed to break out of grabs, restraints, and if you're on fire, is the "stop drop and roll" button. [[Keyboard_Shortcuts|Hotkey]]: "B". <br />
<br />
The run/walk toggle [[File:Hud-walkrun.gif]] icon can be pressed to switch between running and walking. Running is faster, but walking has benefits, such as being able to walk over water without slipping - useful for when the janitor doesn't put wet floor signs down. [[Keyboard_Shortcuts|Hotkey]]: Hold "alt" to walk. <br />
<br />
The body selector [[File:Hud-target.gif]] icon is used to choose which body part you want to target. This is used for both targeting specific sections to heal, or targeting specific sections when attacking someone. Click a limb to target it. (You can target individual arms, legs, the head, the upper torso, the groin, the eyes, or the mouth.) [[Keyboard_Shortcuts|Hotkeys]]: "numpad keys". <br />
<br />
Last but not least is the intent selector [[File:Hud-intent.gif]] - this will be explained in detail later. It has four modes: '''Help''', '''Disarm''', '''Grab''', and '''Harm''', in clockwise order. [[Keyboard_Shortcuts|Hotkeys]]: "1-4".</tab><br />
<tab name="Other">The health [[File:Hud_100_percent_Health.gif]] icon and [[File:Healthdoll.gif]] doll change depending on how injured you are. <br />
<br />
The crafting menu [[File:Craft.gif]] icon opens the crafting menu.<br />
<br />
The speech bubble [[File:Talk_wheel.gif]] icon opens the languages menu. You won't need to use this for the tutorial.<br />
<br />
The create area [[File:Area_edit.gif]] icon is used to create an "area", which is a more advanced topic. You won't need to worry about it for this tutorial.</tab><br />
<tab name="Alerts">These will only appear on the HUD if something is wrong.<br />
<br />
[[File:Hud-oxy.gif]] '''Oxygen warning''' - The air you're breathing doesn't have enough oxygen.<br />
<br />
[[File:Hud-pressure.gif]] '''Pressure warning''' - Pressure levels are too high (red) or too low (black). Low and high pressures can kill you.<br />
<br />
[[File:tox_in_air.gif]] '''Toxin warning''' - You are breathing in toxic gases.<br />
<br />
[[File:Hud-fire.png]] '''Fire warning''' - The air is hot enough to burn you.<br />
<br />
[[File:Hud-freeze.gif]] '''Freeze warning''' - The air is cold enough to freeze you.<br />
<br />
[[File:Hud-temp.gif]] '''Temperature warning''' - You're too cold or too hot.<br />
<br />
[[File:Hud-hunger.gif]] '''Hunger warning''' - You're starting to get hungry. You cannot die from hunger, but the longer you go without food, the slower you will be able to run. You can also eat too much and become bloated.</tab><br />
</tabs><br />
<br />
== Controls ==<br />
<br />
<br />
[[File:Hotkeys.png|thumb|500px|[[Keyboard_Shortcuts|Keybindings]] for the [[Keyboard_Shortcuts|hotkey mode]]]]<br />
<br />
There might seem like quite a few controls, but don't worry - you'll only be using a few the majority of the time. There's a lot of edge cases in SS13, due to the sheer nature of features and content available. You can check [[Controls|this page]] for a list of every keybinding. Although your control scheme was changed to '''[[Keyboard_Shortcuts|Hotkeys]]''' in the Game Preferences menu, it may not have applied itself - if there is a large red bar going across the bottom of the screen, click somewhere on the game window and press '''Tab'''. This is the manual toggle for [[Keyboard_Shortcuts|hotkey]] mode - if the bar changes to white, you're good to go.<br />
<br />
* Use '''WASD''' to move.<br />
* Press '''T''' to talk.<br />
** If you add a semicolon before anything else, you'll transmit your message to the general chat radio.<br />
** You can speak on department specific radio channels - the format is the same for each, just with a different letter. To speak on the medical channel, for example, type '''.m''' before your message. (You can also use ''':m''' or '''#m''')<br />
* Press '''O''' for OOC chat.<br />
** Be careful not to mix the two chat buttons up - your cry for help might end up going in OOC, where anyone can see it at any time.<br />
* Press '''M''' to write an emote.<br />
** This is for nonverbal actions - for example, writing "sighs." in the text box would show as "''[Character Name]'' sighs."<br />
* '''Click''' on objects in the game world to interact with them. For most, you'll need to be next to or ontop of the object.<br />
** This is used for things such as interacting with computer terminals, picking up items, using an item on something, or attacking someone.<br />
* '''Right-click''' on something to open the context menu.<br />
** This is slow and clunky, and you can usually perform most actions with [[Keyboard_Shortcuts|hotkeys]]. There are a few examples of actions that can only be done with a right-click, but they're far and few between.<br />
* Hold '''Control and click''' on something to drag it.<br />
** This won't work if the item in question is fixed in place. You can use this to drag almost anything otherwise.<br />
** Press '''H''', '''Delete''' or use the pull [[File:Hud-pull.png]] icon to stop dragging.<br />
* Hold '''Shift and click''' on something to examine it.<br />
* Press '''X''' or '''Middle Mouse Button''' to change your selected hand.<br />
** Your selected hand is the one that will pick up an object (if empty) or use the object in that hand (if holding something). You can tell which is selected by the small box around one of your hands.<br />
* '''Clickdragging''' is used for a couple of specific actions.<br />
** For example, to climb onto a table, drag and drop your character to the table.<br />
** To put things on/take things off of someone, drag and drop their character onto yourself. (To put things on them, you'll need to have the item in your selected hand.)<br />
** You can open a container without holding it in your hand by alt-clicking it or clickdragging it onto yourself. This also works for storage items you're wearing, which is useful if your hands are full.<br />
** You can also buckle yourself/other people to chairs using this. It can be tricky, as you have to be on top of the chair, and your mouse has to be on top of the chair's exposed sprite.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|Press '''Z''' to use the item in your selected hand. (You can also click on the object in the HUD) This is used for things like toggling the fire mode on a weapon or turning on an [[Energy Sword|energy sword]]. Some objects such as food require you to click on your own character sprite, and do nothing if you "use" them.<br />
<br />
Hold '''Alt and click''' to perform specific, context sensitive actions. Some functions for alt-clicking include removing an ID from your PDA (or pen if there's no ID in it), toggling the lock on a locker, split a stack of items, crawling into vents (as something small like a monkey) etc.<br />
<br />
Hold '''Shift and press Middle Mouse Button''' to point at something. This creates a message in the chat and temporarily displays an arrow over the thing you point at.<br />
<br />
Press '''R''' to enable throwing mode. If you click somewhere in the game world when you have throwing mode on and an item in your selected hand, you'll throw it at that point. If someone throws an item at you, and you have throwing mode on, you'll catch the item.<br />
|dropdown=true|collapsed=true|name=Non-Essential Controls}}</div><br />
<br />
== Gameplay Concepts ==<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=You know, as much as I like to rib the fresh meat, it doesn't really matter if something happens to them - Nanotrasen thinks death is a waste of money, they'll just get cloned or something. What? Oh, shit, I gotta go. *click* You, uh, didn't hear that - right, kid?<br />
|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
<br />
Before getting into anything else, it's important to note that since SS13 is such an open ended game that has other people in it, when you get in game and try to follow the guide, things may go wrong - the station might have been almost entirely consumed by a singularity, a traitor could attack you with a powerful weapon, or something no one could have predicted will kill you. It's important to '''not let death get to you''' - Rule 10 exists for a reason! There are multiple ways you can be brought back into the game - don't get frustrated if something happens.<br />
<br />
As a brand-new player, your first objective is simply joining the station as non-essential crew and attempting to survive, escaping via the evacuation shuttle or one of the pods located around the station. From there, you can branch out into more of the specific concepts that are often stumbling blocks for newer players, so let's address those first. (These are all in expandable boxes to save space, but it's not a bad idea to read them beforehand.)<br />
<br />
=== The Hands System ===<br />
<br />
One of the things the majority of new players have trouble with is the hands system. It's not complex once you've figured it out, but it can be difficult to understand without help. You must use them interchangeably! You can activate items in one hand with the other, combine them, as well you can place items down to interact in the same way with them as they sit nearby. Players will be able to see what is in your hands.<br />
<br />
You have two hands at your disposal. The bright box around one of your hands is the '''selected hand'''. This is the hand that's used whenever you click on something - if it's empty, you'll either pick up an item, or interact with something (like a computer terminal or vending machine).<br />
<br />
If you have something in your selected hand, you'll use that item on whatever you click on. This can lead to confusion, because if you have something in your hand, you can't use things such as terminals or vending machines - you'll either hit the object with your item or do nothing.<br />
<br />
This is because you're trying to directly use the item on the object - this is why you're able to use a screwdriver to open the panel on a door, use wirecutters on a grille, or similar actions.<br />
<br />
This can also cause problems with '''backpacks, boxes, and other containers''' - if you want to open a container, alt click it. You can also pick it up, then switch hands and click on the container with an empty hand. Clicking on a container with an object will put it in the container. This also means that if you'd like to take your backpack off, you need to '''click and drag''' the bag to an empty hand - a normal click just opens the equipped bag.<br />
<br />
=== [[Intent|Intents]] ===<br />
<br />
The intent selector has four modes: '''Help''', '''Disarm''', '''Grab''', and '''Harm'''.<br />
<br />
====Help Intent [[File:Intent_Help.png]]====<br />
The '''Help''' intent is used for helpful interactions. For example, if someone is in critical condition, clicking on them (with an empty hand) will have you perform CPR. You'll also apply medication if you're holding any. In addition, if you have your intent on Help, and walk into someone who also has their intent on Help, you'll swap places with each other (instead of just pushing them in the drection you're moving). '''Be careful''' - if you have an item in your hand that isn't designed to help someone, you'll still attack them with it!<br />
<br />
====Disarm Intent [[File:Intent_Disarm.png]]====<br />
The '''Disarm''' intent is used to nonlethally disarm and incapacitate people. If you click on someone with an empty hand while on Disarm, you'll '''shove''' them. Shoving someone pushes them one tile away from you. If there is nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. If the blocking tile has a table on it, they're pushed onto it [[Status_Effects#Knockdown|knocking them over]] for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is blocked by something else, it knocks them down for 3 seconds. Once [[Status_Effects#Knockdown|knocked down]], if they are shoved again it [[Status_Effects#Paralyze|paralyzes]] for 4 seconds. This [[Status_Effects#Paralyze|paralyze]] cannot be chained or extended, so shoving them again while they're [[Status_Effects#Paralyze|paralyzed]] does not extend the length of the [[Status_Effects#Paralyze|paralyze]]. <br />
<br />
It's also important to note that '''these actions only work if you're clicking on the target with an empty hand''', just as with all intents.<br />
<br />
====Grab Intent [[File:Intent_Grab.png]]====<br />
The '''Grab''' intent allows you to, as it says, grab people. Grabbing someone with Grab intent works differently from control-clicking. If you click on someone with an empty hand, you'll have a '''passive''' grab, which makes you pull people. You stop dragging the same way you stop pulling. See [[Keyboard_Shortcuts|Keyboard Shortcuts]] or click "pull" to release. Dragging prone people will slow you down. While on passive grab, clicking on the person once more upgrades it to an '''aggressive''' grab. The target can press [[Hotkeys#Hotkey-mode_Enabled|"resist"]] to try to escape from an aggressive or above grab level. Once you have an aggressive grab, you can either throw the person (by enabling throwing, then clicking somewhere), fireman carry them if they're prone (by click dragging their sprite onto yours), or click them again to slowly upgrade the grab to a level 3 '''neck''' grab. On neck grab you deal no damage, but it's harder for them to resist and get away. Click them one last time to slowly upgrade the grab to level 4, '''strangling'''. When strangling you deal [[Health#Oxygen|suffocation]] damage to the target, and the target has the lowest chance (5% per try) to successfully [[Hotkeys#Hotkey-mode_Enabled|resist]] out of the grab. Failing to resist out of a grab will deal some [[Health#Stamina|stamina]] damage to you. Grabs are harder to break out of the more [[Health#Stamina|stamina]] and [[Health#Brute|brute]] damage you have (especially stamina), but there is always at least 5% chance per try.<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=If you're dragging someone's victim, or yours, it's best to switch to an aggressive grab so that you can lift them. This stops them from bleeding on the floor, which kills them over time and leaves a long trail of blood.|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
====Harm Intent [[File:Intent_Harm.png]]====<br />
The '''Harm''' intent will harm. On standing targets you will attempt to punch them, which deals 1.5-15 [[Health#Stamina|stamina]] and 1-10 [[Health#Brute|brute]] damage. The chance to miss a punch increases the more stamina and brute damage you have. Punching has a chance to [[Status_Effects#Knockdown|knockdown]] the target for at least 4 seconds. The more brute and stamina damage the target has, the longer the target will be knocked down. If using harm intent on prone targets you will kick them, which deals 1.5-15 brute damage, with no chance to miss.<br />
<br />
=== Damage ===<br />
<br />
There are a few different damage types in SS13. If you take enough damage, you'll fall unconscious into critical condition, better known as '''Crit'''. If left untreated in this state, you'll slowly suffocate until you die.<br />
<br />
'''[[Guide_to_medicine#Brute|Brute]]''' damage is received from physical attacks - punches, kicks, toolboxes, hatchets - if someone is hitting you over the head with it, it does Brute damage.<br />
<br />
'''[[Guide_to_medicine#Burns|Burn]]''' damage is received from fire or exposure to the vacuum of space.<br />
<br />
'''[[Guide_to_medicine#Toxins|Toxin]]''' damage is received from breathing in poison gases, attacks from enemies like giant spiders, ingesting poison, drinking too much booze, or generally having any harmful chemical in your blood.<br />
<br />
'''[[Guide_to_medicine#Suffocation|Oxygen]]''' damage is received from being unable to breathe, or while in critical condition. It goes down over time by itself if you're not in crit.<br />
<br />
'''[[Guide_to_medicine#Brain_damage|Brain]]''' damage is reveived from being [[Guide_to_genetics#Cloning|cloned]] or [[Guide_to_chemistry#Methamphetamine|other things]]. Can randomly cause [[Guide_to_Traumas|brain traumas]]. Those suffering from brain damage usually need [[Guide_to_chemistry#Mannitol|chemicals]] to cure their condition.<br />
<br />
'''[[Guide_to_medicine#Cellular_damage|Cellular]]''' damage is reveived from being [[Guide_to_genetics#Cloning|cloned]] or from being fed on by a [[Slime|slime]]. Can be cured with [[Guide_to_medicine#Cryogenics_Tube|cryo]] treatment. <br />
<br />
Brute and Burn damage are applied to specific limbs. If you've been smacked in the head with a toolbox a few times, you'll have to aim at your head (with numpad keys) when you use a bruise pack. Most [[Guide_to_chemistry#Medicines|medicines]] can be ingested to heal damage anywhere on your body. If you take enough damage to one limb, you can be '''dismembered'''. You will need [[Surgery#Prosthetic_Replacement|surgery]] to replace lost limbs.<br />
<br />
=== Combat ===<br />
<br />
Combat in SS13 is very heavily focused on '''who falls over first'''. If you're prone, you've likely lost. This means items like [[General_items#Soap|soap]] [[File:Soaps.gif]] or [[Security_items#Disabler|disablers]] [[File:ModernDisabler.png]] are extremely useful.<br />
<br />
If you get into a fight, consider your options - it may be best to try and simply run away. If you think you can disarm your opponent, you could turn the tables by taking their weapon. Combat in SS13 is fast paced and revolves around a lot of back and forth swipes, almost like a strange joust between 2D spacemen.<br />
<br />
Getting better at combat in SS13 requires practice - there's only so much you can be taught. The rest is learning how to create and take advantage of opportunities. Hopefully, you won't have to get into many fights as you start out. <br />
<br />
To learn more about combat and how to win fights, see the [[Guide_to_Combat|Guide to Combat]].<br />
<br />
=== Ghosts ===<br />
<br />
If you end up dying, don't worry, there's a few ways to go from there.<br />
<br />
If you try to move, you'll '''[[ghost]]''' out of your corpse. This is essentially spectator mode - you can communicate with other dead players (and talking about the round out of character is okay in this chat) by talking normally and are able to fly around the entire map. (Note that while it's okay to talk about the round in deadchat, if you're revived, '''you cannot use any information gained while dead'''. Anything you saw while alive is fair game.)<br />
<br />
If you die, you can be [[Cloning|cloned]], revived via [[defibrillator]], turned into a [[podperson]], have your brain removed and put into a [[cyborg]], or more. There are '''ghost roles''' that can be played by dead players - some areas have objects that, when clicked on as a ghost, will spawn you as a new character. (You're a new character, so don't use any information from your past life.) There may even be alerts that pop up while you're dead, asking if you'd like to take control of a [[xenomorph]], a [[morph]], or almost anything else. These are often provided by admins, but can occasionally happen via random event. '''Please note that if you take on a ghost role you CANNOT be cloned or return to your original body!'''<br />
<br />
= Playing the Game =<br />
<br />
[[File:HUD_no_labels.png|thumb|500px|Arriving on the station.]]<br />
<br />
{{Speech<br />
|name=C-05-MO, the AI<br />
|text=Hello! The automatic diagnostic and announcement system welcomes you to Space Station 13. Remember: Have a secure day.<br />
|image=[[File:AI.gif|64px|right]]<br />
}}<br />
<br />
<br />
Now that we've gone over the interface and some more important game concepts, let's jump into the game. If you join a game in progress, you'll spawn on the [[Arrivals|arrival shuttle]]. (You'll start buckled onto a chair as the shuttle docks with the station - press the '''Resist''' button on the HUD or the picture of the chair to unbuckle yourself). Otherwise, you'll be spawned in a random, public area of the station.<br />
<br />
BeeStation has multiple maps that the server will occasionally change to. The "standard" station layout is [[BoxStation|Box Station]], but the game can also take place on [[MetaStation|Meta Station]], [[PubbyStation|Pubby Station]], [[DeltaStation|Delta Station]], or [[OmegaStation|Omega Station]]. You can visit the individual wiki pages to see the layout of a specific map.<br />
<br />
Each station has a unique layout, so you'll likely want to use these maps to get your bearings.<br />
<br />
* "BoxStation" [https://beestation13.com/map/box Click here for a map of BoxStation.] Visit [[BoxStation|the wiki page for BoxStation]] for more details.<br />
* "MetaStation" [https://beestation13.com/map/meta Click here for a map of MetaStation.] Visit [[MetaStation|the wiki page for MetaStation]] for more details.<br />
* "PubbyStation" [https://beestation13.com/map/pubby Click here for a map of PubbyStation.] Visit [[PubbyStation|the wiki page for * PubbyStation]] for more details.<br />
* "DeltaStation" [https://beestation13.com/map/delta Click here for a map of DeltaStation.] Visit [[DeltaStation|the wiki page for * DeltaStation]] for more details.<br />
* "KiloStation" [https://beestation13.com/map/kilo Click here for a map of KiloStation.] Visit [[KiloStation|the wiki page for * KiloStation]] for more details.<br />
<br />
Since you've chosen [[Assistant]] as your role, you'll have no responsibilities. This means you can safely attempt to get your bearings without fear of someone telling you that you need to be doing something. This guide will list a few tasks for you to perform so you can put the concepts discussed above into practice. It might be awkward at first, but it doesn't take much time to get to grips with how to control your character.<br />
<br />
== What to do if There's a Breach ==<br />
<br />
If you hear the telltale sound of air being sucked out of a room or see a hole in the station, something's gone wrong and caused a breach. It's wise to avoid being exposed to the vacuum of space for too long, but if you need to pass by, you can put '''internals''' on.<br />
<br />
When you spawn, inside your backpack is an emergency kit with a [[Emergency Oxygen Tank|small tank of O2]], a [[Breath Mask|breath mask]], and an [[Epipen|epipen]] to stabilize someone who's in crit.<br />
<br />
; Step 1 : Using an empty hand, click on your backpack, then click + drag the box inside to your character's sprite. This will open the box.<br />
; Step 2 : Take the breath mask and put it on your mask [[File:Hud-Mask.png]] slot (press the equipment [[File:Hud-inventory.png]] icon to see it).<br />
; Step 3 : Take the O2 tank and put it in one of your pockets. This leaves your hands free for other tasks.<br />
; Step 4 : Press the internals [[File:Gmaskinternalsicon.gif]] icon to turn on your air supply.<br />
; Step 5 : Pull out the [[File:Skinsuit_in_hand.PNG|Skinsuit]]from the same box and use the activate key to roll out so it looks like [[File:Skinsuit_in_hand_v2.PNG|Skinsuit]]<br />
: Step 6 : Complete your stunning new outfit with [[File:Skinsuit_helmet.PNG|helmet]]<br />
<br />
<br />
This will keep you breathing clean air - make sure to avoid exposure to a vacuum for too long, and watch your air tank's supply in the Status bar!<br />
<br />
{| class="wikitable" style="text-align: left; background-color:#FAFEFF;"<br />
|-<br />
|[[File:Backpack.png]]<font size="3">'''1. Inventory Management:'''</font size><br />
<br />
:The inventory system is a little unintuitive at first, but once you figure it out, it'll stay with you.<br />
:Items in the game have 4 different "weight classes," tiny, small, normal, and bulky. These weight classes determine in which storage slots it can fit in, and what they can't fit in.<br />
:If you are wearing a jumpsuit, the two item storage slots to the rightmost of your screen are your pockets. These pockets can only store tiny items.<br />
:Your hands are where you can grab items and interact with them.<br />
:Your back is where you should have your backpack. Your backpack is your main storage space, but it can only fit a limited amount of items. You can stuff tiny, small, and normal classed items into your backpack. However, normal classed items will take up more storage space than a tiny classed item.<br />
:Your belt is where you store your toolbelt, (if you are an [[engineer]]), your gun, or a variety of other different items, which range from swords to defibrillators.<br />
:The items which you can fit in your suit storage (on the leftmost of your screen, below your gloves) depend on the uniform you are wearing. For example, a hardsuit would allow you to fit an oxygen tank in there, whilst an armor vest would allow you to fit a taser in there.<br />
|-<br />
|[[File:Nuvola apps important.svg|25px]]<font size="3">'''2. Hazards:'''</font size><br />
:A good start to reacting against someone beating your teeth in is by screaming ";HELP <LOCATION NAME> <GUY BEATING YOU UP> IS A [[Jobs#Antagonists|<TRAITOR/LING/WHATEVER>]]. This allows security to flag that guy down as arrest, which means that if a security officer encounters that person again, they see an arrest overlay.<br />
:[[Random events#Radiation Storm|Radiation Storm:]] A message stating '''''"High levels of radiation detected near the station. Maintenance is best shielded from radiation."''''' will broadcast. Normally, if the heads are competent, a station-wide emergency will then be declared opening up maintenance even if you don't have access. All you have to do now is mill in maintenance until the radiation storm passes over.<br />
:If there's cries of revolutionaries or a cult, [[Blood Cult|blood]] or [[Clockwork Cult|otherwise]] over the radio, it's probably in your best interests to secure a pair of sunglasses and head towards security to get implanted (or baton "unconverted"). It's not unknown for security to become particularly trigger-happy towards unimplanted crewmembers.<br />
|}<br />
<br />
== What Jobs to Take After Your First Round ==<br />
<br />
* Though many say that [[Assistant]] is the best starting role, the lack of a focused objective can make learning the game difficult. Many people also will dismiss any Assistant as a "greytider" or something similar. You might be better off trying a role that isn't critical to the game, but still has a job to do, such as [[Chef]], [[Cargo Technician]], or [[Janitor]].<br />
<br />
* After you've gotten used to the controls and general idea, you might want to move to a role such as [[Medical Doctor]], [[Scientist]], or [[Station Engineer]] - these jobs require a slight amount of skill with the controls, and have more depth to them than some of the general service roles.<br />
<br />
* Don't play security roles like the [[Security Officer]] or [[Warden]] until you're proficient with the controls and know enough about the game to treat people fairly. It's very easy to play security poorly, and [[Shitcurity|letting the power get to your head is a bad idea]].<br />
<br />
* You'll want to avoid round critical roles such as [[Captain]], [[AI]], or any heads of staff until you're well versed in the game and know what's going on. If, by some coincidence, you end up being one of these roles and you aren't prepared, just ahelp explaining the situation - we'd all much rather someone admits they aren't ready for a role than to do a bad job, or even worse, silently disconnect, messing up the round even more.<br />
<br />
* Avoid joke roles such as the [[Clown]] or [[Mime]] at first - many players find harassing the on board entertainment much more fun than any jokes the clown might otherwise have.<br />
<br />
* After some time, when you're confident enough in your combat abilities, you should enable antagonists within your game preferences, so that you can roll for antag when the shift starts. A good half of the game is arguably being an antag and beating everyone up.</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=File:Skinsuit_helmet.PNG&diff=31793File:Skinsuit helmet.PNG2020-05-31T07:01:28Z<p>Ethnius: /* Summary */</p>
<hr />
<div>== Summary ==<br />
skinsuit helmet <br />
goes well with a [[File:Skinsuit_in_hand_v2.PNG#Summary|Suit]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=File:Skinsuit_in_hand_v2.PNG&diff=31792File:Skinsuit in hand v2.PNG2020-05-31T07:00:45Z<p>Ethnius: /* Summary */</p>
<hr />
<div>== Summary ==<br />
skinsuit when rolled out<br />
Goes well with a [[File:Skinsuit_helmet.PNG|helmet]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=File:Skinsuit_in_hand_v2.PNG&diff=31791File:Skinsuit in hand v2.PNG2020-05-31T07:00:25Z<p>Ethnius: /* Summary */</p>
<hr />
<div>== Summary ==<br />
skinsuit when rolled out<br />
Goes well with a [[https://wiki.beestation13.com/view/File:Skinsuit_helmet.PNG|helmet]]</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=File:Skinsuit_helmet.PNG&diff=31790File:Skinsuit helmet.PNG2020-05-31T06:59:44Z<p>Ethnius: skinsuit helmet</p>
<hr />
<div>== Summary ==<br />
skinsuit helmet</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=File:Skinsuit_in_hand_v2.PNG&diff=31789File:Skinsuit in hand v2.PNG2020-05-31T06:59:25Z<p>Ethnius: skinsuit when rolled out</p>
<hr />
<div>== Summary ==<br />
skinsuit when rolled out</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=File:Skinsuit_in_hand.PNG&diff=31788File:Skinsuit in hand.PNG2020-05-31T06:59:11Z<p>Ethnius: skinsuit when rolled up</p>
<hr />
<div>== Summary ==<br />
skinsuit when rolled up</div>Ethniushttps://wiki.beestation13.com/w/index.php?title=Starter_guide&diff=31787Starter guide2020-05-31T06:53:26Z<p>Ethnius: /* Joining the Game */</p>
<hr />
<div><!-- <br />
<br />
hey, read this before you edit<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
if you make an edit and the tabs/etc break refresh the page with ?action=purge at the end of the url <br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
todo:<br />
<br />
-make sure hotkey info is up to date, new PRs may have changed how it works<br />
-actually add the playing the game section<br />
-add a section after playing the game that gives more tips on what to do after you learn the basics<br />
<br />
--><br />
<br />
<br />
This guide is designed for ease of use for first time players, so non-essential information is segregated to expandable text boxes. Reading these isn't necessary to get into the game, but it's recommended.<br />
<br />
<br />
= [[What is SS13|What is SS13?]] =<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=Hmph. Fresh off the boat from Nanotrasen's recruitment office, huh? Let me tell you something, kid. You won't last five minutes on this floating deathtrap without help. You're as likely to be left for dead in a dark maintenance tunnel riddled with bullet holes as you are to get out of here alive. Lucky for you, I'm in a helpful mood today.<br />
|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
<br />
'''Space Station 13''' is a multiplayer sandbox that has a heavy focus on player interaction. In the year 2557, the megacorporation Nanotrasen has employed you as a staff member onboard their latest state of the art research station. Nanotrasen claims to be researching plasma, a mysterious new substance, but rumors are abound that the station is little more than a twisted social experiment...<br />
<br />
At the start of each round, each player is assigned a [[Jobs|role]] onboard the station. There are many [[Jobs|jobs]], such as the [[scientist]] performing [[Guide_to_Research_and_Development|research and development]] of new technologies, the [[Medical_Doctor|medical doctor]] trying to keep people alive, or the simple [[janitor]]. There are many different ways to play. The game also randomly chooses a [[Game Mode|a round type]], ranging from [[Nuclear Operative|an all out assault on the station by nuclear operatives]], a [[Blood Cult|sinister cult sacrificing crewmembers to summon their god]], or more commonly, [[Traitor|good ol' fashioned traitors]]. Every round on Space Station 13 is different.<br />
<br />
= Before Playing =<br />
<br />
<br />
'''It's important to [[https://beestation13.com/rules read the rules]] before connecting for the first time.''' Some common new player mistakes to avoid include:<br />
<br />
* Being violent towards other crew members without any reason. This is only okay if you're an [[Terminology#Antag|antagonist]], and you will be notified if you're chosen to be one. If they grab you by your butt and try to [[Terminology#Spacing|space]] you, feel free to [[Terminology#Robust/Robusting|robust]] them. (Telling the admins you were "roleplaying an insane person" will get a couple laughs, but you'll still get banned.)<br />
* Asking questions in [[OOC#OOC_channel|OOC]] (out-of-character) chat that are directly related to anything happening in the round. For example, "Why did I just get killed by the clown?". It's okay to discuss this in [[Terminology#Deadchat|deadchat]] or after the round is over. These questions are also alright if asked in [[Terminology#Adminhelp.2FAhelp|adminhelps]] by pressing F1, but preferred in mentor help (press MENTOR tab above chat).<br />
<br />
The admin team generally tries to give players benefit of the doubt, so it's okay to mess up. As long as you're polite and willing to learn from your mistakes, you won't be in trouble. You can press F1/the [[Terminology#Adminhelp.2FAhelp|adminhelp]] button at any time to send a message directly to the admin team if you have any questions.<br />
<br />
One last point: Please, '''remember the human'''. SS13 can be highly frustrating, you will be unceremoniously killed, griefed, or die to some galactic space-bug shortly before executing your master plan. Everyone is here to play a game they enjoy, so keep that in mind before you bash someone's brain in with a toolbox because they took your [[Engineering_items#Multitool|multitool]].<br />
<br />
== Setting Up ==<br />
<br />
<br />
Make your way to the [http://www.byond.com/download/ BYOND download page] and '''download the client'''. Once you've downloaded, installed, and logged into the client, feel free to close it - we won't be needing to use it directly anymore. Once you're set up, choose a server to join:<br />
<br />
* '''BeeStation LRP:''' byond://golden.beestation13.com:7777<br />
* '''BeeStation MRP:''' byond://golden.beestation13.com:7878<br />
<br />
If you can't use these links to join, open the BYOND client, press '''Ctrl and O''', and paste the link to the server you want to join.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|Bagil is usually the most populated server, and Terry is located in Europe. Population numbers vary depending on a couple factors, but you can usually assume games on Sybil and Terry will have less players than Bagil. Rounds on Bagil are usually quicker as a result. Some players might try to claim that one server is more roleplay oriented or has better players, but this is usually entirely subjective opinion.|dropdown=true|collapsed=true|name=Server Differences}}</div><br />
<br />
[[File:Newplayeroptions.png|left|thumb|The New Player Options menu]] Once you've connected to a server, you'll be greeted by a small popup window labelled '''New Player Options'''.<br />
<br />
If this is your first time playing on BeeStation, you'll need to create a character. Click on the '''Setup Character''' button, and the character creation menu will open.<br />
<br />
[[File:Character_settings.PNG|thumb|The character setup screen]]<br />
<br />
You don't need to worry about Special Names, Custom job preferences, Uplink Spawn Location, or Species - for now, '''make sure you're a human''', and edit your appearance as you see fit. There's no difference between clothing/backpack options other than appearance, so pick what you think looks best.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|Special names are names specific to certain roles - for example, if you're the clown, you may want a funny name instead of your regular one. The name policy is relaxed on these, so if you have a funny idea for a name, go nuts (within reason - this is at admin discretion). The only custom job preference is specific to security officers, and allows you to choose the department you'd like to monitor. The Uplink spawn location is specific to the [[traitor]] role, and determines the item you can access your [[uplink]] from, where you can purchase different tools to accomplish your goals. The various species options have some effects on gameplay - you can browse the articles for [[lizardmen|lizards]], [[flypeople]], and [[plasmamen]] for more info.|dropdown=true|collapsed=true|name=What does all the ignored stuff do?}}</div><br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|The AI on the station follows [[Asimov|the three rules of robotics]]. This means that if you aren't human, the AI can ignore you freely and can cause harm to you if they want. Most players will avoid needlessly antagonizing anyone not playing a human, but it's much better to be safe than sorry.|dropdown=true|collapsed=true|name=Why do I need to be a human?}}</div><br />
<br />
Once you've finished editing your appearance, be sure to press the '''Save Setup''' button at the bottom of the window. Next, press the '''Set Occupation Preferences''' button.<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=You're brand new here, so make sure you sign up as an Assistant. Nanotrasen usually has checks to make sure fresh meat doesn't get to be the Captain, but if you manage to end up in that position, you'll probably be just another case for me to solve.|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
<br />
[[File:New_Occupation_screen.JPG|thumb|left|The occupation preferences window]]<br />
[[File:Game_prefences_Screen.PNG|thumb|The game preferences window]]<br />
<br />
If the button next to Assistant is a red '''NO''', click it once so that it says '''YES''' in green text. This sets your job to be assistant, no matter what.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|When the game begins, the server checks each players occupation preferences, and assigns jobs accordingly. You can pick '''High''', '''Medium''', '''Low''', or '''Never'''. Each player is limited to one High preference job. Some roles have limited player counts - for example, there is only one Captain. There is no limit on assistants, and it's a role that has no responsibilities, so it's ideal for getting to grips with the game. Some jobs that are critical to game progression are locked off until a certain amount of time has passed since your first login. Check the [[Job selection and assignment|job selection and assignment page]] for more info.|dropdown=true|collapsed=true|name=What does all the ignored stuff do?}}</div><br />
<br />
After that, press '''Done''', then, '''Save Setup'''. Then click on '''Game Preferences''' at the top of the character creation screen. The menu will change and have a big list of options.<br />
<br />
Make sure all of the Special Role Settings are set to '''No''' (These control optional settings, like choosing if you'd like to roll for a traitor role - they assume you know how to play the game and are important to the round, so we want them off for now.) '''More importantly, change the Keybindings option to [[Keyboard_Shortcuts|"Hotkeys"]]'''. This guide will assume you're using this control scheme, as it provides quicker functions for actions than the default controls. Most of the options here are relatively self explanatory or irrelevant, so once you're done, click '''Save Setup''' one last time and close the window.<br />
<br clear="both"><br />
<br />
== Joining the Game ==<br />
<br />
<br />
Now that you've created your character, you're ready to join the game. (You may want to continue to read the guide before jumping in.)<br />
<br />
There's two possible menus here - the lobby screen will either display a list that has '''Join Game!''' or a '''Ready'''/'''Not Ready''' toggle.<br />
<br />
<tabs><br />
<tab name="Join Game!">[[File:Job_select_screen.PNG|thumb|The choose profession window]] <div style="text-align: center;">If the window says '''Join Game!''', there's currently a round going on. This is most likely what you'll see.<br><br>Click on the button, and a window will pop up asking you to choose a profession. The jobs available will vary, but for now, pick '''Assistant'''. (The numbers in the brackets next to the job title show the current number of players who have been assigned that job for the round, if there is a zero inside the brackets, no one has been assigned to that job for the round. When you click on the job you want, you'll be brought to the station via the [[Arrivals|arrival shuttle]]. You'll start out on a transit shuttle that will dock at the station in a few seconds - you'll also be strapped into a chair, so don't forget to unbuckle yourself. (You can do this by clicking the '''Resist''' button - don't worry if you aren't sure which button that is yet, as it's explained further down the guide.)</div></tab><br />
<tab name="Ready/Not Ready/Observe"><div style="text-align: center;">If the window has three buttons that say '''Ready''', '''Not Ready''', and '''Observe''', that means a round has not started yet.<br><br>This is ideal, because you'll be playing the round from the beginning, when things are the going to be calm and allow you to get your bearings in a relatively safe environment. Toggle the button to '''Ready''', then wait for the game to begin. (You can see the time until the game begins on the '''Lobby''' tab, on the top right of the game window.)<br><br>Pressing '''Observe''' will spawn you as a [[ghost]], which is essentially a spectator - you won't be able to spawn normally until the next round if you select this option!</div></tab><br />
</tabs><br />
<br />
== Interface 101 ==<br />
<br />
<br />
=== Tabs ===<br />
<br />
<br />
[[File:Tutorial_tabs.png|left|thumb|Status tab]]<br />
<br />
Before you do anything else, take a look at the top right of the game window. You'll see some tabs labelled '''Status''', '''Lobby''', '''Admin''', '''IC''', '''OOC''', '''Object''', and '''Preferences'''. The most important tabs are the Status and Admin tabs. If you're using internals (an oxygen tank and mask), the Status tab tells you the remaining air pressure - useful for avoiding death by suffocation. The Admin tab contains the '''Adminhelp''' button, used to contact admins directly if you have a question or believe someone is breaking the rules.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|<br />
; Status : Displays important info such as your ping, the current map, pressure remaining in airtanks, etc.<br />
; Admin : Contains buttons that allow you if any admins are online, and most importantly, to send a message directly to the admins (the '''Adminhelp''' button). If no admins are online, the message will be forwarded to the admin IRC channel.<br />
; IC : Stands for "In Character". Usually won't use this. (The '''Pray''' button allows you to send a message to any admins online in character - often used for "communicating with the gods". Another useful button is '''Rest''', which lets you go prone at will.)<br />
; OOC : Stands for "Out of Character". Again, rarely needs to be used. Various functions that are related to the game, but not something your character does (eg. seeing the number of players online).<br />
; Object : Never used. Contains buttons to manipulate objects (eg. drag/stop dragging an object), but there are [[Keyboard_Shortcuts|hotkeys]] to do these things much faster.<br />
; Preferences : Self explanatory - contains various options you can toggle on and off.|dropdown=true|collapsed=true|name=Tab descriptions}}</div><br />
<br />
In the '''Status''' tab, take note of the map currently being played on the server. It'll be used later in the guide.<br />
<br />
=== HUD ===<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text="Interface"? What the hell are you talking about, kid? "Blue buttons?" Geez, you've been here for five minutes and you're already cracking. Hmmm... *recorder crackles* Note to self - check atmospherics. Gas might be poisoned.|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
The biggest barrier to entry in Space Station 13 is the controls. The UI is, at a glance, complex, and the controls are unintuitive. Thankfully, once it clicks, you'll never have an issue with it again. '''Don't let it overwhelm you - after a round or two of practice, you should be fine.'''<br />
<br />
The top right of the screen contains the action tabs mentioned previously, and the bottom right is the text log. This is where you can see what people are saying, what's happening around you, and chat such as OOC or adminhelps. The bar along the bottom of the screen is the input bar, but since we're on [[Keyboard_Shortcuts|Hotkey]] mode we won't need to use it. There's quite a few HUD elements on the main screen, so let's break them down into sections. '''Don't worry if you can't memorize what everything does at once''' - you can always come back to this guide.<br />
<br />
<tabs><br />
<tab name="Hands">[[File:Hud-hands.gif]] One of the most important elements of the HUD. You have the ability to hold an item in each hand (unless an item takes up both hands, obviously). The square around one of the hands is the '''selected hand'''. If you have an '''empty''' selected hand, and click on an object, you'll pick it up/open it/use it. If '''an object is in your selected hand''' and you click on something, you'll use it on the item you're holding. (The way this works means that if you'd like to unequip your backpack, you need to click and drag the bag into your hand - if it was removed by clicking on it, you'd never be able to open the bag.)<br />
<br />
'''If this seems confusing, don't worry - it'll be explained shortly.'''</tab><br />
<tab name="Inventory Buttons">These icons manage your inventory.<br />
<br />
The backpack [[File:Hud-inventory.png]] icon can be toggled to show your worn equipment.<br />
<br />
The belt [[File:Hud-Belt.png]], backpack [[File:Hud-Back.png]], and pocket [[File:Hud-Pocket.png]] icons are all storage locations.<br />
<br />
The ID [[File:Hud-ID.png]] slot can hold your ID, or your PDA (which can hold your ID).</tab><br />
<tab name="Interact Commands">These buttons directly affect how you interact with objects.<br />
<br />
The drop [[File:Hud-drop.png]] and throw [[File:Hud-throw.png]] icons do what the name implies. Dropping is self explanatory, but the throw button is a toggle - if it's on and you click somewhere, you'll throw the item in your hand at where you clicked. (You can also press R to enable throwing and Q to drop your held item.)<br />
<br />
The pull [[File:Hud-pull.png]] icon only appears when dragging something, and can be pressed to stop dragging an object. [[Keyboard_Shortcuts|Hotkey]]: "del". <br />
<br />
The internals [[File:Gmaskinternalsicon.gif]] icon can be clicked to enable/disable your internals (oxygen tank and breath mask). <br />
<br />
The resist [[File:Hud-resist.png]] icon can be pressed to break out of grabs, restraints, and if you're on fire, is the "stop drop and roll" button. [[Keyboard_Shortcuts|Hotkey]]: "B". <br />
<br />
The run/walk toggle [[File:Hud-walkrun.gif]] icon can be pressed to switch between running and walking. Running is faster, but walking has benefits, such as being able to walk over water without slipping - useful for when the janitor doesn't put wet floor signs down. [[Keyboard_Shortcuts|Hotkey]]: Hold "alt" to walk. <br />
<br />
The body selector [[File:Hud-target.gif]] icon is used to choose which body part you want to target. This is used for both targeting specific sections to heal, or targeting specific sections when attacking someone. Click a limb to target it. (You can target individual arms, legs, the head, the upper torso, the groin, the eyes, or the mouth.) [[Keyboard_Shortcuts|Hotkeys]]: "numpad keys". <br />
<br />
Last but not least is the intent selector [[File:Hud-intent.gif]] - this will be explained in detail later. It has four modes: '''Help''', '''Disarm''', '''Grab''', and '''Harm''', in clockwise order. [[Keyboard_Shortcuts|Hotkeys]]: "1-4".</tab><br />
<tab name="Other">The health [[File:Hud_100_percent_Health.gif]] icon and [[File:Healthdoll.gif]] doll change depending on how injured you are. <br />
<br />
The crafting menu [[File:Craft.gif]] icon opens the crafting menu.<br />
<br />
The speech bubble [[File:Talk_wheel.gif]] icon opens the languages menu. You won't need to use this for the tutorial.<br />
<br />
The create area [[File:Area_edit.gif]] icon is used to create an "area", which is a more advanced topic. You won't need to worry about it for this tutorial.</tab><br />
<tab name="Alerts">These will only appear on the HUD if something is wrong.<br />
<br />
[[File:Hud-oxy.gif]] '''Oxygen warning''' - The air you're breathing doesn't have enough oxygen.<br />
<br />
[[File:Hud-pressure.gif]] '''Pressure warning''' - Pressure levels are too high (red) or too low (black). Low and high pressures can kill you.<br />
<br />
[[File:tox_in_air.gif]] '''Toxin warning''' - You are breathing in toxic gases.<br />
<br />
[[File:Hud-fire.png]] '''Fire warning''' - The air is hot enough to burn you.<br />
<br />
[[File:Hud-freeze.gif]] '''Freeze warning''' - The air is cold enough to freeze you.<br />
<br />
[[File:Hud-temp.gif]] '''Temperature warning''' - You're too cold or too hot.<br />
<br />
[[File:Hud-hunger.gif]] '''Hunger warning''' - You're starting to get hungry. You cannot die from hunger, but the longer you go without food, the slower you will be able to run. You can also eat too much and become bloated.</tab><br />
</tabs><br />
<br />
== Controls ==<br />
<br />
<br />
[[File:Hotkeys.png|thumb|500px|[[Keyboard_Shortcuts|Keybindings]] for the [[Keyboard_Shortcuts|hotkey mode]]]]<br />
<br />
There might seem like quite a few controls, but don't worry - you'll only be using a few the majority of the time. There's a lot of edge cases in SS13, due to the sheer nature of features and content available. You can check [[Controls|this page]] for a list of every keybinding. Although your control scheme was changed to '''[[Keyboard_Shortcuts|Hotkeys]]''' in the Game Preferences menu, it may not have applied itself - if there is a large red bar going across the bottom of the screen, click somewhere on the game window and press '''Tab'''. This is the manual toggle for [[Keyboard_Shortcuts|hotkey]] mode - if the bar changes to white, you're good to go.<br />
<br />
* Use '''WASD''' to move.<br />
* Press '''T''' to talk.<br />
** If you add a semicolon before anything else, you'll transmit your message to the general chat radio.<br />
** You can speak on department specific radio channels - the format is the same for each, just with a different letter. To speak on the medical channel, for example, type '''.m''' before your message. (You can also use ''':m''' or '''#m''')<br />
* Press '''O''' for OOC chat.<br />
** Be careful not to mix the two chat buttons up - your cry for help might end up going in OOC, where anyone can see it at any time.<br />
* Press '''M''' to write an emote.<br />
** This is for nonverbal actions - for example, writing "sighs." in the text box would show as "''[Character Name]'' sighs."<br />
* '''Click''' on objects in the game world to interact with them. For most, you'll need to be next to or ontop of the object.<br />
** This is used for things such as interacting with computer terminals, picking up items, using an item on something, or attacking someone.<br />
* '''Right-click''' on something to open the context menu.<br />
** This is slow and clunky, and you can usually perform most actions with [[Keyboard_Shortcuts|hotkeys]]. There are a few examples of actions that can only be done with a right-click, but they're far and few between.<br />
* Hold '''Control and click''' on something to drag it.<br />
** This won't work if the item in question is fixed in place. You can use this to drag almost anything otherwise.<br />
** Press '''H''', '''Delete''' or use the pull [[File:Hud-pull.png]] icon to stop dragging.<br />
* Hold '''Shift and click''' on something to examine it.<br />
* Press '''X''' or '''Middle Mouse Button''' to change your selected hand.<br />
** Your selected hand is the one that will pick up an object (if empty) or use the object in that hand (if holding something). You can tell which is selected by the small box around one of your hands.<br />
* '''Clickdragging''' is used for a couple of specific actions.<br />
** For example, to climb onto a table, drag and drop your character to the table.<br />
** To put things on/take things off of someone, drag and drop their character onto yourself. (To put things on them, you'll need to have the item in your selected hand.)<br />
** You can open a container without holding it in your hand by alt-clicking it or clickdragging it onto yourself. This also works for storage items you're wearing, which is useful if your hands are full.<br />
** You can also buckle yourself/other people to chairs using this. It can be tricky, as you have to be on top of the chair, and your mouse has to be on top of the chair's exposed sprite.<br />
<br />
<div style="text-align: left; max-width: 800px;">{{#tag:tab|Press '''Z''' to use the item in your selected hand. (You can also click on the object in the HUD) This is used for things like toggling the fire mode on a weapon or turning on an [[Energy Sword|energy sword]]. Some objects such as food require you to click on your own character sprite, and do nothing if you "use" them.<br />
<br />
Hold '''Alt and click''' to perform specific, context sensitive actions. Some functions for alt-clicking include removing an ID from your PDA (or pen if there's no ID in it), toggling the lock on a locker, split a stack of items, crawling into vents (as something small like a monkey) etc.<br />
<br />
Hold '''Shift and press Middle Mouse Button''' to point at something. This creates a message in the chat and temporarily displays an arrow over the thing you point at.<br />
<br />
Press '''R''' to enable throwing mode. If you click somewhere in the game world when you have throwing mode on and an item in your selected hand, you'll throw it at that point. If someone throws an item at you, and you have throwing mode on, you'll catch the item.<br />
|dropdown=true|collapsed=true|name=Non-Essential Controls}}</div><br />
<br />
== Gameplay Concepts ==<br />
<br />
<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=You know, as much as I like to rib the fresh meat, it doesn't really matter if something happens to them - Nanotrasen thinks death is a waste of money, they'll just get cloned or something. What? Oh, shit, I gotta go. *click* You, uh, didn't hear that - right, kid?<br />
|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
<br />
Before getting into anything else, it's important to note that since SS13 is such an open ended game that has other people in it, when you get in game and try to follow the guide, things may go wrong - the station might have been almost entirely consumed by a singularity, a traitor could attack you with a powerful weapon, or something no one could have predicted will kill you. It's important to '''not let death get to you''' - Rule 10 exists for a reason! There are multiple ways you can be brought back into the game - don't get frustrated if something happens.<br />
<br />
As a brand-new player, your first objective is simply joining the station as non-essential crew and attempting to survive, escaping via the evacuation shuttle or one of the pods located around the station. From there, you can branch out into more of the specific concepts that are often stumbling blocks for newer players, so let's address those first. (These are all in expandable boxes to save space, but it's not a bad idea to read them beforehand.)<br />
<br />
=== The Hands System ===<br />
<br />
One of the things the majority of new players have trouble with is the hands system. It's not complex once you've figured it out, but it can be difficult to understand without help. You must use them interchangeably! You can activate items in one hand with the other, combine them, as well you can place items down to interact in the same way with them as they sit nearby. Players will be able to see what is in your hands.<br />
<br />
You have two hands at your disposal. The bright box around one of your hands is the '''selected hand'''. This is the hand that's used whenever you click on something - if it's empty, you'll either pick up an item, or interact with something (like a computer terminal or vending machine).<br />
<br />
If you have something in your selected hand, you'll use that item on whatever you click on. This can lead to confusion, because if you have something in your hand, you can't use things such as terminals or vending machines - you'll either hit the object with your item or do nothing.<br />
<br />
This is because you're trying to directly use the item on the object - this is why you're able to use a screwdriver to open the panel on a door, use wirecutters on a grille, or similar actions.<br />
<br />
This can also cause problems with '''backpacks, boxes, and other containers''' - if you want to open a container, alt click it. You can also pick it up, then switch hands and click on the container with an empty hand. Clicking on a container with an object will put it in the container. This also means that if you'd like to take your backpack off, you need to '''click and drag''' the bag to an empty hand - a normal click just opens the equipped bag.<br />
<br />
=== [[Intent|Intents]] ===<br />
<br />
The intent selector has four modes: '''Help''', '''Disarm''', '''Grab''', and '''Harm'''.<br />
<br />
====Help Intent [[File:Intent_Help.png]]====<br />
The '''Help''' intent is used for helpful interactions. For example, if someone is in critical condition, clicking on them (with an empty hand) will have you perform CPR. You'll also apply medication if you're holding any. In addition, if you have your intent on Help, and walk into someone who also has their intent on Help, you'll swap places with each other (instead of just pushing them in the drection you're moving). '''Be careful''' - if you have an item in your hand that isn't designed to help someone, you'll still attack them with it!<br />
<br />
====Disarm Intent [[File:Intent_Disarm.png]]====<br />
The '''Disarm''' intent is used to nonlethally disarm and incapacitate people. If you click on someone with an empty hand while on Disarm, you'll '''shove''' them. Shoving someone pushes them one tile away from you. If there is nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. If the blocking tile has a table on it, they're pushed onto it [[Status_Effects#Knockdown|knocking them over]] for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is blocked by something else, it knocks them down for 3 seconds. Once [[Status_Effects#Knockdown|knocked down]], if they are shoved again it [[Status_Effects#Paralyze|paralyzes]] for 4 seconds. This [[Status_Effects#Paralyze|paralyze]] cannot be chained or extended, so shoving them again while they're [[Status_Effects#Paralyze|paralyzed]] does not extend the length of the [[Status_Effects#Paralyze|paralyze]]. <br />
<br />
It's also important to note that '''these actions only work if you're clicking on the target with an empty hand''', just as with all intents.<br />
<br />
====Grab Intent [[File:Intent_Grab.png]]====<br />
The '''Grab''' intent allows you to, as it says, grab people. Grabbing someone with Grab intent works differently from control-clicking. If you click on someone with an empty hand, you'll have a '''passive''' grab, which makes you pull people. You stop dragging the same way you stop pulling. See [[Keyboard_Shortcuts|Keyboard Shortcuts]] or click "pull" to release. Dragging prone people will slow you down. While on passive grab, clicking on the person once more upgrades it to an '''aggressive''' grab. The target can press [[Hotkeys#Hotkey-mode_Enabled|"resist"]] to try to escape from an aggressive or above grab level. Once you have an aggressive grab, you can either throw the person (by enabling throwing, then clicking somewhere), fireman carry them if they're prone (by click dragging their sprite onto yours), or click them again to slowly upgrade the grab to a level 3 '''neck''' grab. On neck grab you deal no damage, but it's harder for them to resist and get away. Click them one last time to slowly upgrade the grab to level 4, '''strangling'''. When strangling you deal [[Health#Oxygen|suffocation]] damage to the target, and the target has the lowest chance (5% per try) to successfully [[Hotkeys#Hotkey-mode_Enabled|resist]] out of the grab. Failing to resist out of a grab will deal some [[Health#Stamina|stamina]] damage to you. Grabs are harder to break out of the more [[Health#Stamina|stamina]] and [[Health#Brute|brute]] damage you have (especially stamina), but there is always at least 5% chance per try.<br />
{{Speech<br />
|name=Tuterr, the Private Eye<br />
|text=If you're dragging someone's victim, or yours, it's best to switch to an aggressive grab so that you can lift them. This stops them from bleeding on the floor, which kills them over time and leaves a long trail of blood.|image=[[File:Generic detective.png|64px|right]]<br />
}}<br />
<br />
====Harm Intent [[File:Intent_Harm.png]]====<br />
The '''Harm''' intent will harm. On standing targets you will attempt to punch them, which deals 1.5-15 [[Health#Stamina|stamina]] and 1-10 [[Health#Brute|brute]] damage. The chance to miss a punch increases the more stamina and brute damage you have. Punching has a chance to [[Status_Effects#Knockdown|knockdown]] the target for at least 4 seconds. The more brute and stamina damage the target has, the longer the target will be knocked down. If using harm intent on prone targets you will kick them, which deals 1.5-15 brute damage, with no chance to miss.<br />
<br />
=== Damage ===<br />
<br />
There are a few different damage types in SS13. If you take enough damage, you'll fall unconscious into critical condition, better known as '''Crit'''. If left untreated in this state, you'll slowly suffocate until you die.<br />
<br />
'''[[Guide_to_medicine#Brute|Brute]]''' damage is received from physical attacks - punches, kicks, toolboxes, hatchets - if someone is hitting you over the head with it, it does Brute damage.<br />
<br />
'''[[Guide_to_medicine#Burns|Burn]]''' damage is received from fire or exposure to the vacuum of space.<br />
<br />
'''[[Guide_to_medicine#Toxins|Toxin]]''' damage is received from breathing in poison gases, attacks from enemies like giant spiders, ingesting poison, drinking too much booze, or generally having any harmful chemical in your blood.<br />
<br />
'''[[Guide_to_medicine#Suffocation|Oxygen]]''' damage is received from being unable to breathe, or while in critical condition. It goes down over time by itself if you're not in crit.<br />
<br />
'''[[Guide_to_medicine#Brain_damage|Brain]]''' damage is reveived from being [[Guide_to_genetics#Cloning|cloned]] or [[Guide_to_chemistry#Methamphetamine|other things]]. Can randomly cause [[Guide_to_Traumas|brain traumas]]. Those suffering from brain damage usually need [[Guide_to_chemistry#Mannitol|chemicals]] to cure their condition.<br />
<br />
'''[[Guide_to_medicine#Cellular_damage|Cellular]]''' damage is reveived from being [[Guide_to_genetics#Cloning|cloned]] or from being fed on by a [[Slime|slime]]. Can be cured with [[Guide_to_medicine#Cryogenics_Tube|cryo]] treatment. <br />
<br />
Brute and Burn damage are applied to specific limbs. If you've been smacked in the head with a toolbox a few times, you'll have to aim at your head (with numpad keys) when you use a bruise pack. Most [[Guide_to_chemistry#Medicines|medicines]] can be ingested to heal damage anywhere on your body. If you take enough damage to one limb, you can be '''dismembered'''. You will need [[Surgery#Prosthetic_Replacement|surgery]] to replace lost limbs.<br />
<br />
=== Combat ===<br />
<br />
Combat in SS13 is very heavily focused on '''who falls over first'''. If you're prone, you've likely lost. This means items like [[General_items#Soap|soap]] [[File:Soaps.gif]] or [[Security_items#Disabler|disablers]] [[File:ModernDisabler.png]] are extremely useful.<br />
<br />
If you get into a fight, consider your options - it may be best to try and simply run away. If you think you can disarm your opponent, you could turn the tables by taking their weapon. Combat in SS13 is fast paced and revolves around a lot of back and forth swipes, almost like a strange joust between 2D spacemen.<br />
<br />
Getting better at combat in SS13 requires practice - there's only so much you can be taught. The rest is learning how to create and take advantage of opportunities. Hopefully, you won't have to get into many fights as you start out. <br />
<br />
To learn more about combat and how to win fights, see the [[Guide_to_Combat|Guide to Combat]].<br />
<br />
=== Ghosts ===<br />
<br />
If you end up dying, don't worry, there's a few ways to go from there.<br />
<br />
If you try to move, you'll '''[[ghost]]''' out of your corpse. This is essentially spectator mode - you can communicate with other dead players (and talking about the round out of character is okay in this chat) by talking normally and are able to fly around the entire map. (Note that while it's okay to talk about the round in deadchat, if you're revived, '''you cannot use any information gained while dead'''. Anything you saw while alive is fair game.)<br />
<br />
If you die, you can be [[Cloning|cloned]], revived via [[defibrillator]], turned into a [[podperson]], have your brain removed and put into a [[cyborg]], or more. There are '''ghost roles''' that can be played by dead players - some areas have objects that, when clicked on as a ghost, will spawn you as a new character. (You're a new character, so don't use any information from your past life.) There may even be alerts that pop up while you're dead, asking if you'd like to take control of a [[xenomorph]], a [[morph]], or almost anything else. These are often provided by admins, but can occasionally happen via random event. '''Please note that if you take on a ghost role you CANNOT be cloned or return to your original body!'''<br />
<br />
= Playing the Game =<br />
<br />
[[File:HUD_no_labels.png|thumb|500px|Arriving on the station.]]<br />
<br />
{{Speech<br />
|name=C-05-MO, the AI<br />
|text=Hello! The automatic diagnostic and announcement system welcomes you to Space Station 13. Remember: Have a secure day.<br />
|image=[[File:AI.gif|64px|right]]<br />
}}<br />
<br />
<br />
Now that we've gone over the interface and some more important game concepts, let's jump into the game. If you join a game in progress, you'll spawn on the [[Arrivals|arrival shuttle]]. (You'll start buckled onto a chair as the shuttle docks with the station - press the '''Resist''' button on the HUD or the picture of the chair to unbuckle yourself). Otherwise, you'll be spawned in a random, public area of the station.<br />
<br />
BeeStation has multiple maps that the server will occasionally change to. The "standard" station layout is [[BoxStation|Box Station]], but the game can also take place on [[MetaStation|Meta Station]], [[PubbyStation|Pubby Station]], [[DeltaStation|Delta Station]], or [[OmegaStation|Omega Station]]. You can visit the individual wiki pages to see the layout of a specific map.<br />
<br />
Each station has a unique layout, so you'll likely want to use these maps to get your bearings.<br />
<br />
* "BoxStation" [https://beestation13.com/map/box Click here for a map of BoxStation.] Visit [[BoxStation|the wiki page for BoxStation]] for more details.<br />
* "MetaStation" [https://beestation13.com/map/meta Click here for a map of MetaStation.] Visit [[MetaStation|the wiki page for MetaStation]] for more details.<br />
* "PubbyStation" [https://beestation13.com/map/pubby Click here for a map of PubbyStation.] Visit [[PubbyStation|the wiki page for * PubbyStation]] for more details.<br />
* "DeltaStation" [https://beestation13.com/map/delta Click here for a map of DeltaStation.] Visit [[DeltaStation|the wiki page for * DeltaStation]] for more details.<br />
* "KiloStation" [https://beestation13.com/map/kilo Click here for a map of KiloStation.] Visit [[KiloStation|the wiki page for * KiloStation]] for more details.<br />
<br />
Since you've chosen [[Assistant]] as your role, you'll have no responsibilities. This means you can safely attempt to get your bearings without fear of someone telling you that you need to be doing something. This guide will list a few tasks for you to perform so you can put the concepts discussed above into practice. It might be awkward at first, but it doesn't take much time to get to grips with how to control your character.<br />
<br />
== What to do if There's a Breach ==<br />
<br />
If you hear the telltale sound of air being sucked out of a room or see a hole in the station, something's gone wrong and caused a breach. It's wise to avoid being exposed to the vacuum of space for too long, but if you need to pass by, you can put '''internals''' on.<br />
<br />
When you spawn, inside your backpack is an emergency kit with a [[Emergency Oxygen Tank|small tank of O2]], a [[Breath Mask|breath mask]], and an [[Epipen|epipen]] to stabilize someone who's in crit.<br />
<br />
; Step 1 : Using an empty hand, click on your backpack, then click + drag the box inside to your character's sprite. This will open the box.<br />
; Step 2 : Take the breath mask and put it on your mask [[File:Hud-Mask.png]] slot (press the equipment [[File:Hud-inventory.png]] icon to see it).<br />
; Step 3 : Take the O2 tank and put it in one of your pockets. This leaves your hands free for other tasks.<br />
; Step 4 : Press the internals [[File:Gmaskinternalsicon.gif]] icon to turn on your air supply.<br />
<br />
This will keep you breathing clean air - make sure to avoid exposure to a vacuum for too long, and watch your air tank's supply in the Status bar!<br />
<br />
{| class="wikitable" style="text-align: left; background-color:#FAFEFF;"<br />
|-<br />
|[[File:Backpack.png]]<font size="3">'''1. Inventory Management:'''</font size><br />
<br />
:The inventory system is a little unintuitive at first, but once you figure it out, it'll stay with you.<br />
:Items in the game have 4 different "weight classes," tiny, small, normal, and bulky. These weight classes determine in which storage slots it can fit in, and what they can't fit in.<br />
:If you are wearing a jumpsuit, the two item storage slots to the rightmost of your screen are your pockets. These pockets can only store tiny items.<br />
:Your hands are where you can grab items and interact with them.<br />
:Your back is where you should have your backpack. Your backpack is your main storage space, but it can only fit a limited amount of items. You can stuff tiny, small, and normal classed items into your backpack. However, normal classed items will take up more storage space than a tiny classed item.<br />
:Your belt is where you store your toolbelt, (if you are an [[engineer]]), your gun, or a variety of other different items, which range from swords to defibrillators.<br />
:The items which you can fit in your suit storage (on the leftmost of your screen, below your gloves) depend on the uniform you are wearing. For example, a hardsuit would allow you to fit an oxygen tank in there, whilst an armor vest would allow you to fit a taser in there.<br />
|-<br />
|[[File:Nuvola apps important.svg|25px]]<font size="3">'''2. Hazards:'''</font size><br />
:A good start to reacting against someone beating your teeth in is by screaming ";HELP <LOCATION NAME> <GUY BEATING YOU UP> IS A [[Jobs#Antagonists|<TRAITOR/LING/WHATEVER>]]. This allows security to flag that guy down as arrest, which means that if a security officer encounters that person again, they see an arrest overlay.<br />
:[[Random events#Radiation Storm|Radiation Storm:]] A message stating '''''"High levels of radiation detected near the station. Maintenance is best shielded from radiation."''''' will broadcast. Normally, if the heads are competent, a station-wide emergency will then be declared opening up maintenance even if you don't have access. All you have to do now is mill in maintenance until the radiation storm passes over.<br />
:If there's cries of revolutionaries or a cult, [[Blood Cult|blood]] or [[Clockwork Cult|otherwise]] over the radio, it's probably in your best interests to secure a pair of sunglasses and head towards security to get implanted (or baton "unconverted"). It's not unknown for security to become particularly trigger-happy towards unimplanted crewmembers.<br />
|}<br />
<br />
== What Jobs to Take After Your First Round ==<br />
<br />
* Though many say that [[Assistant]] is the best starting role, the lack of a focused objective can make learning the game difficult. Many people also will dismiss any Assistant as a "greytider" or something similar. You might be better off trying a role that isn't critical to the game, but still has a job to do, such as [[Chef]], [[Cargo Technician]], or [[Janitor]].<br />
<br />
* After you've gotten used to the controls and general idea, you might want to move to a role such as [[Medical Doctor]], [[Scientist]], or [[Station Engineer]] - these jobs require a slight amount of skill with the controls, and have more depth to them than some of the general service roles.<br />
<br />
* Don't play security roles like the [[Security Officer]] or [[Warden]] until you're proficient with the controls and know enough about the game to treat people fairly. It's very easy to play security poorly, and [[Shitcurity|letting the power get to your head is a bad idea]].<br />
<br />
* You'll want to avoid round critical roles such as [[Captain]], [[AI]], or any heads of staff until you're well versed in the game and know what's going on. If, by some coincidence, you end up being one of these roles and you aren't prepared, just ahelp explaining the situation - we'd all much rather someone admits they aren't ready for a role than to do a bad job, or even worse, silently disconnect, messing up the round even more.<br />
<br />
* Avoid joke roles such as the [[Clown]] or [[Mime]] at first - many players find harassing the on board entertainment much more fun than any jokes the clown might otherwise have.<br />
<br />
* After some time, when you're confident enough in your combat abilities, you should enable antagonists within your game preferences, so that you can roll for antag when the shift starts. A good half of the game is arguably being an antag and beating everyone up.</div>Ethnius