Difference between revisions of "Mindflayer"

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'''Mindflayers''' are IPCs who bonded with a swarm of nanomachines. The swarm posesses the power to extract and use the brain-energy from sapient beings. They are antagonists who actively seek out crewmembers and drain them for the goal of strenghtening themselves and completing their objectives. Their powers can be inhibited by a Nanite Pacifier implant, which can be ordered at any Nanotrasen supply department, and the presence of a swarm can be revealed by feeding an IPC who has extracted brain-energy `Conductive lube`.
'''Mindflayers''' are IPCs who bonded with a swarm of nanomachines. The swarm posesses the power to extract and use the brain-energy from sapient beings. They are antagonists who actively seek out crewmembers and drain them for the goal of strenghtening themselves and completing their objectives. Their powers can be inhibited by a Nanite Pacifier implant, which can be ordered at any Nanotrasen supply department, and the presence of a swarm can be revealed by feeding an IPC who has extracted brain-energy `Conductive lube`.


==Powers==
==Beginning assimilation==
Mindflayer powers are divided into two base categories. Passive and active abilities. Passive abilities are all immediately available for purchase, but the active abilities require an ability of the previous stage to be purchased. Active abilities are divided into subclasses, where at the end there will be a strong ability for purchase. Subclasses can contain passive abilities.
As a mindflayer, you drain victims of their brainwaves converting the waves into usable swarms. The swarms can be used to unlock new abilities, passive effects, and to upgrade existing effects and abilities. You can drain brainwaves from victims by targeting their head on harm intent with an empty hand. After a short time you will start draining their brainwaves but if the victim moves during draining, it will be interrupted. For the best effect you should stun them with your swarmprod and cuff them. If you do not have access to cuffs, grabbing them in a neckgrab is another option.


===Innate Powers===
===Innate Powers===
Something something something, blah blah blah, Start with some abilities at the start of the round. Something something something, blah blah blah, Here is a table of what they do.
You start with two abilities (apart from your upgrade menu): The Swarmprod and "Quick reboot".
* The Swarmprod is a stunprod that you can extend from your arm. It stuns people when they are hit, and immediately knocks them down. The swarmprot recharches on its own and upgrading the ability increases the rate at which it recharges.
* The Quick Reboot clears all stuns and heals you for a small amount. Upgrading the ability reduces the abilities cooldown, increases the abilities duration, and the healing recieved per second.
 
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==Specializations==
==Specializations==
Something something something, blah blah blah, mindflayers have two specialization paths with their own abilties.  
Abilities are divided into a few categories: The Passive Abilities, Infiltrator Subclass Abilities, and Destroyer Subclass Abilities.
* Passives are always available for purchase; while the subclasses only have a few abilities available per stage.
* If you purchase an ability from the highest stage you can purchase, the next stage will unlock.
* Every subclass has an ultimate ability in the final stage, called a "Capstone". This ranges from immortality for a short time to draining people at tenfold the speed.
===Passive Abilities===
===Passive Abilities===
Something something something, blah blah blah, Here is a table of the passive abilities and the relevant information.
{| class="wikitable sortable" style="text-align: center; background-color: #D4D4D4; width:80%;"
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|80|| Slowly repair damage done to your organs. Upgrade doubles the repair rate.
|80|| Slowly repair damage done to your organs. Upgrade doubles the repair rate.
|}
|}
===Active Abilities===
===Active Abilities===
Something something something, blah blah blah, mindflayers have two specialization paths with their own abilties. Something something something, blah blah blah, Here is a table of the active abilities and the relevant information.
Something something something, blah blah blah, mindflayers have two specialization paths with their own abilties. Something something something, blah blah blah, Here is a table of the active abilities and the relevant information.
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!1
!1
!40
!40
|N/A|| Configure your vocal modulator to sound like a different person, and amplify your voice slightly.
|N/A|| Allows for the configuration of our vocal modulator to sound like a different person. We can as well amplify our voice slightly.
|-
|-
!'''Camfecting Bug'''
!'''Camfecting Bug'''
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!1
!1
!50
!50
|65/80/95|| Cast on a computer to hack its webcam, then alt-click the spell to access all your hacked cameras. Increase the amount of computers you can hack by 6.
|65/80/95|| Allows us to cast a hack to a computers webcam. Alt-click the spell to access all your hacked computer webcams. Upgrades increase the amount of computers you can hack by 6.
|-
|-
!'''Traceroute'''
!'''Traceroute'''
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!2
!2
!125
!125
|150/175|| Cast once to mark a computer, then cast this next to a different computer to recall yourself back to the first. Alt click to check your current mark.
|150/175|| Allows us to cast a mark to a computer. To recall us to this computer, cast this next to a different computer. To check your current mark: Alt click.
|-
|-
!'''Flesh Facsimile'''
!'''Flesh Facsimile'''
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!2
!2
!80
!80
|130/180|| Choose someone we see, and rearrange our surface to resemble theirs.
|130/180|| Allows us to rearrange our surface to resemble someone we see.
|-
|-
!'''Heat Sink'''
!'''Heat Sink'''
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!3
!3
!75
!75
|160/240|| Vent the used coolant from our internals to disorient and scald attackers.
|160/240|| Vent our used coolant to scald and disorient attackers. <!--Youch!-->
|-
|-
!'''Silicon Administrative Access'''
!'''Silicon Administrative Access'''
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!3
!3
!150
!150
|N/A|| Charge your hand with a mass of nanites that can hijack the lawsets of cyborgs.
|N/A|| Allows us to charge our hand with a mass of nanites, that hijacks cyborgs lawsets.
|-
|-
!'''Perfect Symbiosis'''
!'''Perfect Symbiosis'''
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!4
!4
!400
!400
|N/A|| Increases amount of swarms drained per second tenfold.
|N/A|| Increases the amount of swarms drained per second by tenfold.
|}
|}
|}
|}
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!1
!1
!75
!75
|200/300|| Our hand melts away, replaced with the barrel of a laser gun. The internal power cell recharges faster.
|200/300|| Allows us to melt our hand away, replacing it with the barrel of a laser gun. Upgrading it recharges the internal power cell faster.
|-
|-
!'''Pneumatic Flak Gun'''
!'''Pneumatic Flak Gun'''
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!1
!1
!50
!50
|150/225|| Our hand melts away, replaced with a makeshift cannon that automatically loads with shrapnel. Reduces the time needed for us to recycle scrap into ammo.
|150/225|| Allows us to melt our hand away, replacing it with a makeshift cannon that automatically loads with shrapnel. Upgrading it reduces the time needed for us to recycle scrap into ammo.
|-
|-
!'''Badassery'''
!'''Badassery'''
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!2
!2
!50
!50
|N/A|| Make yourself more badass, allowing you to dual wield guns with no penalty, alongside other benefits.
|N/A|| Makes us more badass, allowing us to dual wield guns with no penalty, alongside other benefits.
|-
|-
!'''Integrated Grappling Mechanism'''
!'''Integrated Grappling Mechanism'''
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!2
!2
!75
!75
|150/225|| Shoot out your arm attached to a cable, then drag yourself over to wherever or whoever it hits.
|150/225|| Allows us to shoot out our arm attached by a cable. We will drag ourself over to wherever or whoever it hits.
|-
|-
!'''Quicksilver Form'''
!'''Quicksilver Form'''
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!2
!2
!100
!100
|200/300|| Transmute your physical form to be much less solid, allowing you to phase through glass and non-solid objects. At level 2, you also deflect projectiles shot at you. Level 3 doubles the duration of the effect.
|200/300|| Allows us to transmute our physical form, letting us phase through glass and non-solid objects. After upgrading once, we also deflect projectiles shot at us. After upgrading a second time, the duration of the effect is doubled.
|-
|-
!'''Overclock'''
!'''Overclock'''
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!3
!3
!150
!150
|200/250|| Put extra strain on your motors to move and attack faster, at the cost of heating up a dangerous amount. Upgrades improve your heat sinks, making you heat up slower.
|200/250|| Allows us to move and attack faster, at the cost of putting extra strain on our motors and heating us up a dangerous amount. Upgrading this improves our heat sinks, making us heat up slower.
|-
|-
!'''Torque Enhancer'''
!'''Torque Enhancer'''
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!3
!3
!75
!75
|150/225|| Increases the amount of damage you do with unarmed attacks. Upgrades further increase the damage done.
|150/225|| Allows us to deal more damage with our unarmed strikes. Upgrades allows us to deal more damage with our fists.
|-
|-
!'''T.E.R.M.I.N.A.T.O.R. Form'''
!'''T.E.R.M.I.N.A.T.O.R. Form'''
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!4
!4
!250
!250
|300/350|| For a short time, you become unable to die and are not slowed down by pain. This will not heal you however, and you will still die when the duration ends if you did not heal yourself.
|300/350|| Allows us, for a short time, to become unable to die or be slowed down by pain. This will not heal us however, and we will die when the duration ends if we are damaged critically enough.
|}
|}
|}
|}

Latest revision as of 06:01, 27 September 2024

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ANTAGONIST

Mindflayer.png
Mindflayer

Superiors: ???
Difficulty: Hard
Guides: No external guides.
Access: Anywhere your powers can take you.
Duties: Blood is fuel. Drain brains and complete your objectives.

Mindflayers are IPCs who bonded with a swarm of nanomachines. The swarm posesses the power to extract and use the brain-energy from sapient beings. They are antagonists who actively seek out crewmembers and drain them for the goal of strenghtening themselves and completing their objectives. Their powers can be inhibited by a Nanite Pacifier implant, which can be ordered at any Nanotrasen supply department, and the presence of a swarm can be revealed by feeding an IPC who has extracted brain-energy `Conductive lube`.

Beginning assimilation

As a mindflayer, you drain victims of their brainwaves converting the waves into usable swarms. The swarms can be used to unlock new abilities, passive effects, and to upgrade existing effects and abilities. You can drain brainwaves from victims by targeting their head on harm intent with an empty hand. After a short time you will start draining their brainwaves but if the victim moves during draining, it will be interrupted. For the best effect you should stun them with your swarmprod and cuff them. If you do not have access to cuffs, grabbing them in a neckgrab is another option.

Innate Powers

You start with two abilities (apart from your upgrade menu): The Swarmprod and "Quick reboot".

  • The Swarmprod is a stunprod that you can extend from your arm. It stuns people when they are hit, and immediately knocks them down. The swarmprot recharches on its own and upgrading the ability increases the rate at which it recharges.
  • The Quick Reboot clears all stuns and heals you for a small amount. Upgrading the ability reduces the abilities cooldown, increases the abilities duration, and the healing recieved per second.
Name Upgrade cost Cooldown Description
Swarmprod

VGlare.png

100/150 30 Seconds Has 2 charges. Both charges are needed to stun fully.

Can be used to stun targets. Automatically recharges enough for one hit per 40 seconds. Upgrading increases the rate of charge.

Quick Reboot

Rejuvenate.png

100/150 30 Seconds Removes any and all stuns and removes 100 stamina damage. Heals brute, burn.

Upgrade reduces cooldown, increases amount of healing, and extends healing time by 2 seconds

Specializations

Abilities are divided into a few categories: The Passive Abilities, Infiltrator Subclass Abilities, and Destroyer Subclass Abilities.

  • Passives are always available for purchase; while the subclasses only have a few abilities available per stage.
  • If you purchase an ability from the highest stage you can purchase, the next stage will unlock.
  • Every subclass has an ultimate ability in the final stage, called a "Capstone". This ranges from immortality for a short time to draining people at tenfold the speed.

Passive Abilities

Name Unlock Upgrade cost Description
Armored Plating

VGlare.png

30 60/90 Increases armor by 5. Upgrades increase armor by another 5.
Fluid Feet

VGlare.png

30 60 Mute your footsteps. Upgrade gives noslip.
Internal Faraday Cage

VGlare.png

30 60 Resist EMP effects. Upgrade makes you completely immune to EMPs.
Insulated Chassis

VGlare.png

30 N/A Become immune to basic shocks.
Replicating Nanites

VGlare.png

50 100/150 Gain a passive repairing effect. Upgrade increases healing by 1 brute and burn per tick.
Enhanced Optical Sensitivity

VGlare.png

40 60 Gives you nightvision. Upgrade gives you thermal vision
Swarm Absorption Efficiency

VGlare.png

50 100/150 Increases amount of swarms drained per second by 50%. Upgrades increases draining rate by a further 50%
Reinforced Joints

VGlare.png

50 N/A Prevents your limbs from falling off due to damage.
Telescopic Eyes

VGlare.png

50 N/A Allows you to use your eyes as a scope, increasing your viewing range.
Internal Nanite Application

VGlare.png

40 80 Slowly repair damage done to your organs. Upgrade doubles the repair rate.

Active Abilities

Something something something, blah blah blah, mindflayers have two specialization paths with their own abilties. Something something something, blah blah blah, Here is a table of the active abilities and the relevant information.

Intruder
Name Stage Unlock Upgrade cost Description
Enhanced Voice Mod

VGlare.png

1 40 N/A Allows for the configuration of our vocal modulator to sound like a different person. We can as well amplify our voice slightly.
Camfecting Bug

VGlare.png

1 50 65/80/95 Allows us to cast a hack to a computers webcam. Alt-click the spell to access all your hacked computer webcams. Upgrades increase the amount of computers you can hack by 6.
Traceroute

VGlare.png

2 125 150/175 Allows us to cast a mark to a computer. To recall us to this computer, cast this next to a different computer. To check your current mark: Alt click.
Flesh Facsimile

VGlare.png

2 80 130/180 Allows us to rearrange our surface to resemble someone we see.
Heat Sink

VGlare.png

3 75 160/240 Vent our used coolant to scald and disorient attackers.
Silicon Administrative Access

VGlare.png

3 150 N/A Allows us to charge our hand with a mass of nanites, that hijacks cyborgs lawsets.
Perfect Symbiosis

VGlare.png

4 400 N/A Increases the amount of swarms drained per second by tenfold.
Destroyer
Name Stage Unlock Upgrade cost Description
Laser Arm Augmentation

VGlare.png

1 75 200/300 Allows us to melt our hand away, replacing it with the barrel of a laser gun. Upgrading it recharges the internal power cell faster.
Pneumatic Flak Gun

VGlare.png

1 50 150/225 Allows us to melt our hand away, replacing it with a makeshift cannon that automatically loads with shrapnel. Upgrading it reduces the time needed for us to recycle scrap into ammo.
Badassery

VGlare.png

2 50 N/A Makes us more badass, allowing us to dual wield guns with no penalty, alongside other benefits.
Integrated Grappling Mechanism

VGlare.png

2 75 150/225 Allows us to shoot out our arm attached by a cable. We will drag ourself over to wherever or whoever it hits.
Quicksilver Form

VGlare.png

2 100 200/300 Allows us to transmute our physical form, letting us phase through glass and non-solid objects. After upgrading once, we also deflect projectiles shot at us. After upgrading a second time, the duration of the effect is doubled.
Overclock

VGlare.png

3 150 200/250 Allows us to move and attack faster, at the cost of putting extra strain on our motors and heating us up a dangerous amount. Upgrading this improves our heat sinks, making us heat up slower.
Torque Enhancer

VGlare.png

3 75 150/225 Allows us to deal more damage with our unarmed strikes. Upgrades allows us to deal more damage with our fists.
T.E.R.M.I.N.A.T.O.R. Form

VGlare.png

4 250 300/350 Allows us, for a short time, to become unable to die or be slowed down by pain. This will not heal us however, and we will die when the duration ends if we are damaged critically enough.


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