Changelings
Species Name: Changeling (Founders)
Homeworld: Unknown (Great Link location classified)
Physiology: Changelings are non-humanoid, gelatinous morphogenic beings capable of altering their form, mass distribution, and appearance to assume nearly any shape, including humanoid lifeforms, objects, or environmental features. In their natural state, they exist as a viscous liquid and must return to this form periodically to maintain cellular cohesion (typically once every 16–18 hours). They are extremely resilient to most conventional injuries but vulnerable to certain dispersal energies and radiation types.
Cultural Overview:
- The Great Link: Changelings live as part of a collective telepathic and physical network known as the Great Link, which functions as both culture and shared consciousness. Individuality is a temporary state; identity is shaped by consensus and reintegration.
- Founders of the Dominion: Changelings view solids (“monoforms”) as chaotic, dangerous, and historically oppressive. To preserve their species, they created the Dominion and rule it through indirect manipulation, veneration, and covert control.
- Xenophobic by Trauma: Their mistrust of other species stems from ancient persecution and experimentation, leading to a cultural doctrine of surveillance, infiltration, and preemptive subjugation.
- Post-War Status: After the Dominion War, some Changelings separated from the Link or were forced into exile. Rare individuals have chosen to live among solids—either in penance, curiosity, or disillusionment.
Starfleet Roles:
- Changelings in Starfleet are functionally unheard of and would only be admitted under extraordinary post-war political realignment, conditional transparency, or clandestine purposes.
- Possible PC justifications include: estranged from the Link, reformed post-War Changeling, biological anomaly, or unknown origin mistaken as shapeshifter mutation.
- Potential for extreme disruption in social dynamics, security protocols, and trust systems.
Species Mechanics (2e-Compatible Expansion from 1e Core):
ATTRIBUTES: +1 Control, +1 Fitness, +1 Reason
TRAIT: Changeling
- Possess full morphogenic capability. Can alter size, shape, and appearance within volume limits. Imitation is visual and tactile but does not grant access to species traits or internal abilities (e.g., no Vulcan strength or telepathy).
- Immune to conventional disease, poison, and aging.
- Cannot be scanned or identified by conventional bioscanners unless dispersed or in morphogenic state.
- Must enter regenerative rest (liquid form) every 24 hours or gain a Fatigue Trait that escalates over time (GM-imposed).
- Telepathically linked to other Changelings within 100m (if consensually connected). Not innately empathic or emotional outside the Link.
SPECIES ABILITY — PERFECT DISGUISE:
Once per scene, when making a Deception, Stealth, or Infiltration-related Task while shapeshifted, you may:
- Re-roll one d20 on the test, and
- The Task gains the Hidden Trait unless active scans or suspicion are already applied.
This reflects the Changeling’s intrinsic mastery of infiltration and misdirection—perfect form mimicry backed by centuries of practice.
Narrative Hooks:
- The crew slowly realizes one of their own is a Changeling—not because they were infiltrated, but because the individual is trying to escape their past.
- A rival Dominion agent attempts to re-link with the PC, potentially corrupting their individuality or drawing them into a new conflict.
- The character is forced to expose their true form to save the crew—triggering a political, psychological, and trust crisis.
- Federation intelligence quietly monitors the PC’s every move, waiting for any sign of deviation or deception.
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