Difference between revisions of "Mindflayer"

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!Innate
!Innate
|Innate||30 Seconds||100/150|| Has 2 charges. '''Both charges are needed to stun fully.'''
|Innate||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.
Can be used to stun targets. Automatically recharges enough for one hit per 40 seconds. Upgrading increases the rate of charge.
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[[File:Rejuvenate.png]]
[[File:Rejuvenate.png]]
!Innate
!Innate
|Innate||30 Seconds||100/150||Removes any and all stuns and removes 100 stamina damage. Heals brute, burn.  
|Innate||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
Upgrade reduces cooldown, increases amount of healing, and extends healing time by 2 seconds
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Revision as of 21:07, 24 September 2024

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This article or section is a Work in Progress.
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ANTAGONIST

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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`.


Powers

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.

Passives

Name Unlock Upgrade cost Description
Armored Plating

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

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

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

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

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

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

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

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

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

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

Actives

Name Stage Unlock Upgrade cost Cooldown Description
Swarmprod

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Innate Innate 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

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Innate Innate 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



Destroyer

Name Stage Unlock Swarm upgrade cost Description
Laser Arm Augmentation

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1 75 200/300 Our hand melts away, replaced with the barrel of a laser gun. The internal power cell recharges faster.
Pneumatic Flak Gun

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1 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.
Badassery

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1 50 N/A Make yourself more badass, allowing you to dual wield guns with no penalty, alongside other benefits.
Integrated Grappling Mechanism

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2 75 150/225 Shoot out your arm attached to a cable, then drag yourself over to wherever or whoever it hits.
Quicksilver Form

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2 100 200/300 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.
Overclock

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3 150 200/250 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.
Torque Enhancer

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3 75 150/225 Increases the amount of damage you do with unarmed attacks. Upgrades further increase the damage done.
T.E.R.M.I.N.A.T.O.R. Form

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4 200 300/350 DESCRIPTION GOES HERE

Intruder

Name Stage Unlock Swarm upgrade cost Description
Enhanced Voice Mod

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1 40 N/A Configure your vocal modulator to sound like a different person, and amplify your voice slightly.
Camfecting Bug

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1 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.
Traceroute

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2 125 175/200 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.
Flesh Facsimile

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2 80 150/200 Choose someone we see, and rearrange our surface to resemble theirs.
Heat Sink

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

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3 150 60/90 Charge your hand with a mass of nanites that can hijack the lawsets of cyborgs.
Perfect Symbiosis

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4 500 N/A Increases amount of swarms drained per second tenfold.
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