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{{for|the old classification merged into this one|Shifter}} '''Changer''' is one of the twelve [[power classifications]] created by the [[PRT]] still in modern day use.<ref>“I do,” Weld nodded. He’d memorized it as a rhyme, as suggested by his old boss. Maybe that had been the intention from the start:<br><br><em>Mover, Shaker,<br>Brute and Breaker.<br><br>Master, Tinker,<br>Blaster and Thinker,<br><br>Striker, Changer,<br>Trump and Stranger.</em> - [https://parahumans.wordpress.com/2012/04/03/cell-9-1/ Excerpt] from [[Sentinel 9.1]]</ref> It’s one of the most recently changed ratings, absorbing the old [[Shifter]] classification.<ref>Other classifications have existed and been folded into the ones we have now. Shifter is a recent collapse. - [https://www.reddit.com/r/Parahumans/comments/32xwta/thoughts_on_some_of_the_power_classifications/cqhk89h reddit comment] by Wildbow.</ref> As such, the terms Changer and Shifter are often used interchangeably.<ref name="Folded">The PRT used to have far more than the 12 classifications, but reduced them down. Shifter was folded into Changer and the two are now used interchangeably. - [https://redd.it/53h8s2 reddit comment] by Wildbow.</ref> Changers have the ability to alter their physical form.<ref name=":1">'''Changer''' - Shapeshifting and alteration of one’s physical form.<br>Changers arise from identity/body image issues, or conflict of role vs. social expectations. - [https://docs.google.com/document/d/1e-H--GkPrbJq4WRNYndBnjjLjE7-2kOZkjwltkP1Ong/edit#heading=h.gjynmtlqmfp5 WD Rulebook: Character Creation - Trigger Capes: Classifications]</ref><!-- <ref name="Changer_Types"> '''Muscle''' brutes offer raw mass and offensive tools.<br> They manifest from ''physical, focused'' damage to a part and ''struggle''.<br> '''Armor''' brutes offer external protection and reactive tools.<br> They trigger from ''physical, surface level'' damage and ''physical helplessness''.<br> '''Shield''' brutes offer partial protection, and utility.<br> They come about from ''physical, massive'' damage and ''awe''.<br> '''Intensity''' brutes offer raw elemental power and defensive tools.<br> They trigger from ''energy-based, focused'' damage to a part and ''pain''.<br> '''Field''' Brutes offer temporary layers of invulnerability or extreme durability.<br> They arise from ''energy-based, surface-level'' damage and ''stress/time constraint''<br> '''Dynamic''' brutes offer skill-based defensive measures and redirection.<br> They trigger from ''energy-based, massive'' damage and ''despair''.<br> '''Sunder''' brutes offer aggressive defensive measures that weaken foes.<br> They arise from ''other, focused'' damage to a part, and from diminished strength.<br> '''Repression''' brutes offer abstract or indirect measures that moderate harm.<br> They arise from ''other, surface-level'' damage, and from ''emotional helplessness''.<br> '''Negate''' brutes offer all-or-nothing measures, often with matching offense.<br> They arise from ''other, massive'' damage, and from ''horror''.<br> '''Regen''' brutes offer benefits over time, and healing abilities.<br> They arise from damage over time, and from self-harm.<br> '''Transfiguration''' brutes offer transformation and revival abilities.<br> They arise from situations where death is sought or held at bay.<br> '''Immortal''' brutes offer one-time, massive benefits, but do not heal easily.<br> They come about from cases where the harm laid in wait or was delayed. - [https://docs.google.com/document/d/1Xer5H7RGsIslVepIRoR7to9Gqsi1Foz5uCiWTk2TmLY/edit#heading=h.yxxk6s3e24fm CHANGERS 2.0], document by Wildbow</ref> Changer Types: Transforms Bristle The act of changer transforming is dangerous for foes. May lean offensive. For trigger, identity crisis has harmful effect for others. Spasm The act of changing is immediate and sudden. May lean more nimble/fast. The trigger involves a surprise or sudden revelation. Swell The act of changing is ongoing and slow. May lean toward the defensive. Results from inexorable, pressure-driven change to I.D. Ripple The act of changing alters or injects into the environment. May lean more utility. Trigger involves identity being wrapped up in a place. Constituent The act of changing draws from or requires materials or elements. May be stronger overall. Trigger has material/materialism component Array The act of changing puts more choice in changer’s hands for what mutation they get. Trigger has major confusion or mystery aspect Fang Change happens as part of a fight and/or grants form focused on natural weapons. Triggers involve I.D. crisis from imminent danger. Bound Change happens with stricter requirements, and/or grants form with limited-use capability. I.D. crisis based around a failed event or goal. Mess Change involves or connects to people, oft as parasite, symbiote, or vampire. Triggers involve group, relationships or personal obsession. Monster Change happens with a price and/or has enduring aspect or drawback. Triggers involve self-loathing or poor coping mechanisms. Duality Change offers more than one form as an end result. Results from triggers with assumed identities and ‘acting’ roles. Showcase Change is very biased toward one functionality or part. Results from a trigger that is very ‘zoomed in’ on a personal feature or thing. {{non-canon|section=y}} {|class="mw-collapsible article-table" style="width:100%" !style="width: 20%;"|Name !style="width: 40%;"|Focus !style="width: 40%;"|Trigger event |- |'''Bristle''' |Emphasizes raw offensive power.<ref name="Damage">'''Damage''' blasters arise from scenarios where the sense of physical danger is especially poignant - many from cases where the trigger sees multiple individuals dying around the cape. Damage blasters emphasize raw offensive power, with attacks that deliver multiple wounds per hit and/or penetrate armor. - [https://docs.google.com/document/d/1rYnMaFTz4cPSC6BNozIPoT1hGWf3_QVL3fJ73lc90jM/edit# BLASTERS], document by Wildbow.</ref> |Involves scenarios where the sense of physical danger is especially poignant.<ref name="Damage"/> |- |'''Spasm''' |Has a lot of destructive power, much of it turned toward using or destroying the environment.<ref name="Ruin">'''Ruin''' blasters arise from scenarios where there is a ‘shaker’ aspect complicating the external threat. The cape’s attempt to escape or avoid harm is complicated by the environment. Ruin blasters have a lot of destructive power, much of it turned toward using the environment or destroying it. Ruin blasters don’t give their enemies the luxury of cover. Given the environmental aspect, the Ruin blaster (like the Impact blaster, below) falls in the general range of a Blaster/Shaker nuker. - [https://docs.google.com/document/d/1rYnMaFTz4cPSC6BNozIPoT1hGWf3_QVL3fJ73lc90jM/edit# BLASTERS], document by Wildbow.</ref> |Involves scenarios where there is a [[Shaker]] aspect complicating the external threat.<ref name="Ruin"/> |- |'''Swell''' |Produces a large amount of bullets, sometimes at the cost of accuracy or damage.<ref name="Barrage">'''Barrage''' blasters manifest when the blaster trigger involves multiple threats - a group of men with guns, shooting, or a pack of feral coyotes, prowling at the treeline, building up the courage to attack. Barrage blasters produce a lot of bullets. They may be inaccurate or shots might not do much damage. Tend to be effective at suppressive fire. - [https://docs.google.com/document/d/1rYnMaFTz4cPSC6BNozIPoT1hGWf3_QVL3fJ73lc90jM/edit# BLASTERS], document by Wildbow.</ref> |Involves multiple threats.<ref name="Barrage"/> |- |'''Ripple''' |More dangerous or accurate when attacking from a great distance.<ref name="Range">'''Range''' blasters tend to have triggers that put the threat further away. This makes it harder to trigger, if the threat is somehow less real, and tends to be marked by a sort of inevitability. These blasters are more dangerous and/or far more accurate when attacking from a great distance. - [https://docs.google.com/document/d/1rYnMaFTz4cPSC6BNozIPoT1hGWf3_QVL3fJ73lc90jM/edit# BLASTERS], document by Wildbow.</ref> |Involves a threat being further away, and tends to be marked by a sort of inevitability.<ref name="Range"/> |- |'''Constituent''' |Can produce bullets that either home in on the target or are very hard to dodge.<ref name="Accuracy">'''Accuracy''' blasters come about from situations with a greater degree of relationship with the threat. The relationship tends to be longer-term, but isn’t always, and a particularly intense but short lived relationship may qualify, if the relationship dominates other parameters. With accuracy blasters, the blasts either don’t need much effort to hit the target, or the blasts automatically hit the target. Shots might home in or be very hard to dodge. - [https://docs.google.com/document/d/1rYnMaFTz4cPSC6BNozIPoT1hGWf3_QVL3fJ73lc90jM/edit# BLASTERS], document by Wildbow.</ref> |Involves a situation with a greater degree of relationship with the threat, often longer-term.<ref name="Accuracy"/> |- |'''Array''' |Emphasizes the secondary characteristics of the shot, sacrificing damage or other qualities.<ref name="Effect">'''Effect''' blasters are one end of a sliding scale of situations where the threat isn’t explicitly or wholly physical, opposite Damage blasters, or where the threat suggests pain or something deleterious, in contrast to mortal risk. This doesn’t mean that a blaster can’t be effect/damage, but such a scenario requires an especially poignant and viscerally felt threat. Effect blasters emphasize the secondary characteristics of the shot - the flame from fireballs, the cold from ice blasts, the gravity-altering effects from hyperdense shots. They may do little or no damage, or sacrifice other aspects to ramp up these qualities. - [https://docs.google.com/document/d/1rYnMaFTz4cPSC6BNozIPoT1hGWf3_QVL3fJ73lc90jM/edit# BLASTERS], document by Wildbow.</ref> |Involves a threat that isn’t explicitly or wholly physical.<ref name="Effect"/> |- |'''Fang''' |Put an emphasis on big shots and massive impacts that send enemies flying.<ref name="Impact">'''Impact''' blasters are akin to Ruin blasters, except the environmental factor is immediate and sudden- often dealing with explosive attacks. Like Ruin blasters, fall into a middle ground of shaker and blaster, but the emphasis here is more on big shots and massive impacts that send enemies flying. - [https://docs.google.com/document/d/1rYnMaFTz4cPSC6BNozIPoT1hGWf3_QVL3fJ73lc90jM/edit# BLASTERS], document by Wildbow.</ref> |Involves an environmental factor that is immediate and sudden – often dealing with explosive attacks.<ref name="Impact"/> |- |'''Bound''' |Operates with the blast originating from or being capitalized on by some power created minion, object, or field.<ref name="Object">'''Object''' blasters are rarer, and come about from situations where the threat is removed from the triggering individual by one step, including some mechanical, automated, or otherwise directed threats, visceral threat with a time delay, threats where the aggression of the attacker is nonexistent, or cases the attacker doesn’t even know the victim exists. The triggering individual might hear the gang member they were a witness against is getting paroled and know they are going to die, might hear the orders as the barking attack dogs are loosed by the police, or be prey to falling ice as unwitting amateur ice climbers bring chunks down from above. Object blaster powers operate with the blast originating from or being capitalized on by some power created minion, object, or field - cross-over with other classifications is possible and likely, and informs the nature of the object. - [https://docs.google.com/document/d/1rYnMaFTz4cPSC6BNozIPoT1hGWf3_QVL3fJ73lc90jM/edit# BLASTERS], document by Wildbow.</ref> |Involves situations where the threat is removed from the individual by one step. (Directed threats, time delays, etc.)<ref name="Object"/> |- |'''Mess''' |Has high utility or a variety of attack forms, making them more competent in a variety of scenarios.<ref name="Versatile">'''Versatile''' blasters experience poignant confusion or chaos as part of their trigger. The attackers and situations of being attacked are varied enough that the shard throws its hands up and gives the parahuman a blaster power that covers more bases. The power has high utility or a variety of attack forms, making the versatile blaster more competent in a variety of scenarios. - [https://docs.google.com/document/d/1rYnMaFTz4cPSC6BNozIPoT1hGWf3_QVL3fJ73lc90jM/edit# BLASTERS], document by Wildbow.</ref> |Involves poignant confusion or chaos.<ref name="Versatile"/> |- |'''Monster''' |Produces lasers or stream attacks, making dodging hard or impossible.<ref name="Beam">'''Beam''' blasters are especially focused at the time of their trigger. This is similar to the accuracy blaster, and can overlap, but may diverge with a particular focus on an object, person, weapon, or goal. Beam blasters produce lasers or stream attacks. Dodging isn’t generally possible against such attacks. - [https://docs.google.com/document/d/1rYnMaFTz4cPSC6BNozIPoT1hGWf3_QVL3fJ73lc90jM/edit# BLASTERS], document by Wildbow.</ref> |Involves being especially focused at the time of the trigger event, with a particular focus on an object, person, or goal.<ref name="Beam"/> |- |'''Duality''' |Can imbue items, applying an effect that makes it effective as ammunition or, to varying degrees, as a melee weapon.<ref name="Enchantment">'''Enchantment''' blasters are something of a middle ground between blasters and strikers, arising from the shaky middle ground between a threat up in one’s face and a threat at a distance. Threats might be darting in and out (especially faster, more nimble, or inhuman threats), or a threat that was up front might escalate to a threat at range, driving things to a climax, a winning fistfight turning into panic and terror as the other participant draws a gun. The power imbues an item the blaster touches, applying an effect that makes it very effective as ammunition or, to varying degrees, as a melee weapon. Differentiated from enchantment strikers in that melee weapons imbued with effect might break or be unwieldy. In the inverse case, effect may make projectiles inaccurate or impossible to fire - there is a wide and flexible sliding scale between the two aspects. - [https://docs.google.com/document/d/1rYnMaFTz4cPSC6BNozIPoT1hGWf3_QVL3fJ73lc90jM/edit# BLASTERS], document by Wildbow.</ref> |Involves a shaky middle ground between a threat up in one’s face and a threat at a distance.<ref name="Enchantment"/> |- |'''Showcase''' |Has additional requirements or traits pushed to an extreme, at the cost of other traits.<ref name="Conditional">'''Conditional''' blasters experience an altered state as part of their trigger. Drugs, particularly high emotions, altered brain chemistry or mental issues will play into this. Such triggers will add requirements, or push traits of the blaster power to an extreme, at the cost of other traits. Power, cost, efficiency, range and rate of fire are example variables. - [https://docs.google.com/document/d/1rYnMaFTz4cPSC6BNozIPoT1hGWf3_QVL3fJ73lc90jM/edit# BLASTERS], document by Wildbow.</ref> |Involves an altered mental state as part of the trigger. (Drugs, particularly high emotions,mental issues, etc.)<ref name="Conditional"/> |} https://docs.google.com/document/d/1EA2fVCDAiSyGxLOT4AjovthduBBetnIugafva9cBpO0/edit# --> ==Methodology== Changers can alter their form, appearance, or natural abilities through some form of manipulation of their own bodies.<ref name=":2">Can alter their form, appearance, and/or natural abilities through some manipulation of their bodies. Does not include new powers beyond natural weapons, armor, or durability.<br> Sustained focus fire is recommended. Low-ish priority, all numbers assumed to be equal.<br> '''Threat level 2+''': Team is notified as to Changer classification. Basic ‘eyes on’ protocols initiated, with team members maintaining constant eye contact with one another, and eyes on the changer. Changer is never assumed to be unarmed.<br> '''Threat level 5+''': Full eyes on protocols and verbal passwords put into effect. No facility, locked down or otherwise, is assumed to be impregnable.<br> '''Threat level 9+''': None - [https://docs.google.com/document/d/1hqJy4YEDqpKLwbatFVBLXnhs7dDTNykSYtDUCiR9ZBo/edit#heading=h.8bgkqhxuuolk PRT Master Reference - Classifications - Changer]</ref> ===Subtypes=== They exploit this in a various ways, including, but not limited to: *The power to grow extra weapons<ref>Weapon Horror - Change into an amorphous horror of natural and melee weapons. Dealing damage and rampaging fills a rage bar, with the parahuman gaining additional changes and benefits while in the rage form. - [https://docs.google.com/spreadsheets/d/1aHyZ7c7TIgt903mPinOakrgli2WZu5IRtiGYPCnCqDE/edit#gid=717384850 Detail Generator - LIST], spreadsheet by Wildbow</ref> or armor.<ref>'''Ox''' Strength, passive natural weapons - [https://docs.google.com/spreadsheets/d/1aHyZ7c7TIgt903mPinOakrgli2WZu5IRtiGYPCnCqDE/edit#gid=548940677 Detail Generator - Changer], spreadsheet by Wildbow</ref> *The ability to streamline one’s body, allowing for improved movement and evasion,<ref>Ferret - Can change configuration of body on the fly, giving faster than normal movement, including run-speed sneaking, double normal movement while moving through confined spaces, and half effect & duration from environmental slows and physical confinement effects. - [https://docs.google.com/spreadsheets/d/1aHyZ7c7TIgt903mPinOakrgli2WZu5IRtiGYPCnCqDE/edit#gid=717384850 Detail Generator - LIST], spreadsheet by Wildbow</ref> often used for infiltration.<ref>Changer-stranger powers often involve changing one’s physical appearance, mimicking others, or using altered shape to slip in where an ordinary person couldn’t get. The stranger and changer aspects thus blend together seamlessly (for much this reason, the changer category is sometimes referred to as shifter, an old designation for this specific eventuality). Examples include stretching limbs, liquid form to seep through keyholes, or the ability to alter one’s face and mannerisms to match another individual. - [https://docs.google.com/document/d/1CykV5BgK2EFY4v_cuUXJFpU1Ye3mIRV-VaHEUZxZO4k/edit STRANGERS], document by Wildbow.</ref> *The ability to alter ones appearance or to alter one's human features, as found in the old Shifter classification.<ref>'''Monkey''' Copy appearance, steal faces, proper 'changer' as opposed to 'shifter' - [https://docs.google.com/spreadsheets/d/1aHyZ7c7TIgt903mPinOakrgli2WZu5IRtiGYPCnCqDE/edit#gid=548940677 Detail Generator - Changer], spreadsheet by Wildbow</ref> *The use of self-targeted biokinesis, possibly to heal oneself.<ref>'''PIg''' Biokinesis, healing, health, durability - [https://docs.google.com/spreadsheets/d/1aHyZ7c7TIgt903mPinOakrgli2WZu5IRtiGYPCnCqDE/edit#gid=548940677 Detail Generator - Changer], spreadsheet by Wildbow</ref> The Changer rating does not include new powers beyond natural weapons, armor, or durability.<ref name=":2" /> ==Trigger events== Changers arise from mental and emotional issues involving identity or body image, or from conflicts involving constraining social expectations.<ref name=":1" /> ==PRT countermeasures== The [[PRT]] recommends team use sustained focus fire when dealing with Changers, but considers them a low priority target when all numbers are assumed to be equal, the second to lowest priority classification.<ref>“Why Changer?”<br><br>“Because it makes sense. I can sell it. I can fake it. And because changers are second to last on the good ol’ PRT priority list. Everything else being equal, changers get left alone while the thinkers and masters get gunned down first, tinkers are probably next in line if they can’t be disarmed, and then you get rid of the bog-standard break-shit types. Changers come after all of that.” - [https://www.parahumans.net/2018/12/11/ Excerpt] from [[Interlude 10.y II]]</ref> Unlike most other classifications, the Changer rating has no additional countermeasures for a rating of nine or higher.<ref name=":2" /> {|class="mw-collapsible article-table" style="width:100%" !style="width: 20%;"|Threat level !style="width: 80%;"|Additional measures |- |2+ | *The team is notified as to Changer classification.<ref name=":2" /> *Basic ‘eyes on’ protocols are initiated, with team members maintaining constant eye contact with one another, while also keeping eyes on the Changer.<ref name=":2" /> *Changers are never assumed to be unarmed.<ref name=":2" /> |- |5+ | *Full eyes on protocols and verbal passwords are put into effect.<ref name=":2" /> *No facility, locked down or otherwise, is assumed to be impregnable.<ref name=":2" /> |} {{KnownRatingList|class = Changer}} ==Trivia== *Costumes and other clothes are prone to damage if their power isn't sufficiently accommodating.<ref>'''Toasty''' - This might be a dumb question, but do we know how changers deal with clothing?<br>Like if you transform into a giant dragon, shouldn't your costume just get completely destroyed?<br><br>'''Wildbow''' - It does. Most changers in story end up naked, unless their changes are rooted in space warping or something borderline breakerish - Discord Convo,[https://forums.spacebattles.com/posts/59522675 Archived on Spacebattles]</ref> * The previous Changer WD document used categories based on the [[Wikipedia:Chinese zodiac|Chinese zodiac]].<ref>'''Rat''' changers can refer to those who change by a process of breaking down. The resultant form may be more condensed, smaller, mobile, or stealthier.<br>'''Ox''' changers refer to those who change by a process of swelling, adding mass from the meat dimension. The resultant form is typically larger, more physical, often with passive natural weapons.<br>'''Tiger''' changers produce weapons or tools from their bodies, with a leaning toward the former. Often a production of non biological material with a lean toward combat.<br>'''Rabbit''' changers change suddenly. The element of surprise or the ability to change instantaneously is often a feature in the form, using surprise or movement modes.<br>'''Dragon''' changers change gradually. The gradual change takes the changer further than other sub-classes do, but offers less flexibility in swapping in parts or utilized the change itself to tackle situations.<br>'''Snake''' changers make calculated, targeted alterations to a body part. The end state may not be as impressive, but may be more varied, flexible, and strategic.<br>'''Horse''' changers utilize a material to change, their altered form shoring itself up with something abundant in the environment.<br>'''Goat''' changers alter themselves by way of fighting, taking damage, or meeting environmental conditions. They might have to put themselves into certain situations to achieve their wanted changes, but are often impressive and resilient.<br>'''Monkey''' changers alter appearance or adjust their own features, often taking on the appearance of other people.<br>'''Rooster''' changers change in the course of movement, and tend to gain form changes that provide them added means of movement.<br>'''Dog''' changers offer an elemental manifestation as part of their change. They become another material, or the material they generate is attuned such that it produces the effect (ie. ‘tuning fork’ biology that produces vertigo).<br>'''Pig''' changers deal with biokinesis. - [https://docs.google.com/document/d/1Xer5H7RGsIslVepIRoR7to9Gqsi1Foz5uCiWTk2TmLY/edit#heading=h.yxxk6s3e24fm CHANGER], document by Wildbow</ref> {{Reflist}} ==Site Navigation== {{Power Classifications Navibox}} [[Category:Terminology]] [[Category:Power Classifications]] [[Category:Changers| ]]
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