Difference between revisions of "Abductor"
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Teleport in, incapacitate a human and secure the area for scientist arrival. | Teleport in, incapacitate a human and secure the area for scientist arrival. | ||
Keep in mind that while you are the one that will frequently be in combat, communication with your fellow scientist is still very important, as they control what disguises are available to you, the mode of your vest, and are able to warp you out of danger in a pinch. Remember to communicate! | Keep in mind that while you are the one that will frequently be in combat, communication with your fellow scientist is still very important, as they control what disguises are available to you, the mode of your vest, and are able to warp you out of danger in a pinch. Remember to communicate! | ||
1. Tell the Scientist if you want a stealth approach with disguises (Usually the better choice), or a frontal assault. | |||
2. Stun the target(s), change the baton to sleep and hit them with it, change it to cuff, then call the Scientist in if its safe. | |||
3. Find more targets, or teleport back and help with the caught subjects | |||
===Equipment=== | ===Equipment=== |
Revision as of 07:54, 30 October 2020
Departmental Head
Unknown
Abductor • | Ash Walker • | Blob • | Changeling • | Contractor • | Construct • | Cultist • | Guardian • | Lavaland Elite • | Malfunctioning AI • | Mindflayer • | Morph • | Nuclear Agent • | Pulse Demon • | Revenant • | Revolutionary • | Shadow Demon • | Slaughter Demon • | Syndicate Researcher • | Terror Spider • | Traitor • | Vampire • | Wizard • | Xenomorph • | Zombie |
Combat • | Death • | Hacking • | Traitor Items • | Agent Items • | Crafting • | High-Risk Items • | E-maggable objects • | C-maggable objects • | Martial Arts |
Abductors are technologically advanced alien society set on cataloging all species in the system. Unfortunately for their subjects their methods are quite invasive.
The Truth is out there
Firstly, it is important to note: Abductors cannot speak in the conventional sense. Instead, they share a telepathic link with other member of the expedition ship (the UFO). Talking is automatically converted to telepathy. This is important because it means that regardless of the situation, you have a link to your partner that you can communicate through. Remember to communicate!
OH SHUCKS I'M AN AYYYLIEN WHAT DO? Well, my wonderful friend, here is a detailed and thorough guide to being the best alien duo in the galaxy.
Agents are the ones that will do the majority of the actual field work. With the help of the scientist, they can put on a disguise and locate a human to catch. Their main job is to find an isolated target, successfully stun them and put them to sleep, cuff them, and take them to a secluded area where the scientist can come in and do the rest.
The scientist is the operator behind the agent. He has a camera console which he will spend most of his time at, allowing him to see most of the station from above. His science tool, when set to SCAN mode, can be used on station crew that he sees through the cameras to steal their appearance and add it to the database of disguises for the agent. It is encouraged to scan as many people as you can when the opportunity presents itself. The science tool can also be set to MARK mode, which will add whoever you marked to your buffer. Anybody in your buffer can then be manipulated via your camera console, meaning you can teleport them to your UFO, or send them to anywhere on the station that you can see through cameras. Your agent can be marked through cameras! However, with human subjects, you must manually go to the station and stand next to them, as well as wait a few seconds while the marking tool adds them to the buffer.
What this essentially means is that the agent and the scientist are a tag team. The scientist finds a human to abduct, and gets a disguise that would suit the situation for the agent. The scientist marks the agent and warps him down to an area where he will be able to access the target. The agent then has to subdue the target and get him to an isolated area. Then, through his camera console, the scientist can warp himself down to the target and mark it. The scientist has an implant (with a minor cooldown) that instantly warps him back to the UFO. Once the target is marked, he uses this implant, then uses his console to bring the target to the UFO. Then, if needed, he can mark the agent through the cameras and retrieve him, as well. Once the target is safely in the UFO, the surgery can begin (for steps to complete the surgery, see the guide to it below). Remember that you can buckle cuffed subjects to the surgery table, should they wake up and attempt to resist.
During surgery, feel free to torment the subject or steal from it. The important thing is that you get an experimental gland into it and that it does not die. Once the surgery is done and the gland is in, put the subject into the Experiment Machinery (see more on that below, under Ship Equipment). Push some buttons to complete the experiment, and bam, the subject will be taken back to the station via teleporter and you earn one experimentation point. Experimentation points are given for each successful experiment. If you lose equipment, such as the agent's baton, you can spend your points to get new ones. These points are separate from your objective and can be spent freely, but make sure to keep some as back up in case you lose a vital piece of equipment.
In point format:
- Scientist uses science tool in SCAN mode to collect disguises
- Scientist tells agent where he'll be warped in to and who to try to abduct/watch out for
- Agent is teleported in by scientist and stuns, sleeps, and cuffs the target
- If the agent fails and is in danger, the scientist (if he has already marked the agent with the science tool in MARK mode) can recall him to the UFO
- If the agent succeeds, he takes the target to a secluded area where scientist comes in and uses the science tool in MARK mode to mark the target
- Scientist uses his implant and returns to the ship, then uses his console to recall the target and the agent (You need to MARK the agent after the target still, but it's instant and can be done through the camera console)
- Surgery is done and agent loots whatever he may need off the target. Target is placed in experimentation machine and sent back to the station.
- The process repeats as many times as necessary.
Important things you want to do before anything else: Scientist: Mark your agent by using your science tool in MARK mode. Gather disguises through the observation console by using your science tool in SCAN mode. Agent: Sync your agent armor up with the abductor console. Discuss a plan with your scientist. Agree on a safeword to use if the agent needs urgent warping out of danger.
Other stuff you should think about doing but don't have to (tips): Consider warping into medbay stealthily to steal a medkit or two in the event that the agent gets harmed. If you need to warp into the armory for weaponry or if the AI is becoming a nuisance to your objectives, ahelp and discuss what you can do about the situation. Remember that your presence should largely go unknown on the station and that you're there to do experiments on organics, not to mess with the actual structure and equipment there.
Goals
Your overall objective is to kidnap and experiment on a given number of station inhabitants (usually 6) and acquire the designated number of experimentation points.
IMPORTANT NOTE If you wish to do something that falls outside of your objectives that would otherwise compromise the integrity of the station or its equipment (Examples include but are not limited to warping into the armory to steal weaponry, detonating the cyborgs on station, or killing/carding the Artificial Intelligence) ahelp to ask permission first.
Experimental Dissection
File:Hud target torso.gif Target: Chest
Experimental robotic Dissection (IPC)
File:Hud target torso.gif Target: Chest
Procedure | |
Step 1: File:AlienScrew.png Screwdriver: make an incision. | |
Step 2: File:AlienCrowbar.png Crowbar: Open Hatch. | |
Step 3: Remove unnecessary battery / Use your hands to find the battery, which is also garbage. | |
Step 4: Gland: Insert the chosen gland from gland storage. | |
Step 5: File:AlienCrowbar.png Crowbar: Close Hatch. |
Ship Equipment
Abductor Agent
Duties
You're the strong arm of the team, you're the one who will spend more time station-side kidnapping humans. Teleport in, incapacitate a human and secure the area for scientist arrival. Keep in mind that while you are the one that will frequently be in combat, communication with your fellow scientist is still very important, as they control what disguises are available to you, the mode of your vest, and are able to warp you out of danger in a pinch. Remember to communicate!
1. Tell the Scientist if you want a stealth approach with disguises (Usually the better choice), or a frontal assault. 2. Stun the target(s), change the baton to sleep and hit them with it, change it to cuff, then call the Scientist in if its safe. 3. Find more targets, or teleport back and help with the caught subjects
Equipment
Name | Icon | Purpose |
---|---|---|
Agent Vest | The most important part of your equipment, this vest is surgically grafted to your body and works in two modes : Stealth and Combat. Remember: Modes are controlled remotely by your ship console! Communicate frequently and let the scientist know when you need to change modes. | |
Stealth Vest Mode | Using this vest mode will allow you to take on form of any human your scientist teammate added to the database. Be careful however this disguise is very fragile and any damage will reveal your true identity. Disguise is chosen using ship-side console. This vest mode is more commonly used, as it allows you to be more stealthy, and is more useful for sneaking up to isolated targets to abduct them. | |
Combat Vest Mode | This mode significantly increases armor values of the vest and allows you to use inbuilt anti-stun injector. You can't maintain the disguise in this mode. Use it if you're ready to go loud and take down several crewmen at once! | |
Silencer | Use this device to silently turn off radios and headsets around the targeted human. Especially useful during abductions, in the event of the subject waking up or screaming for help before you can put them to sleep. | |
Decloner | Your self-defense sidearm, deals radiation damage but needs to be recharged using station rechargers. Remember you need your specimens alive! Holds ten energy rounds. This is a last resort, meaning you should only find yourself using it if you're without any other options or tools (or if you decide to go loud). | |
Stunbaton & handcuffs | Alien Baton | Use these to capture the specimens for research. You must use an intent other then 'Help' for this to work. It has several different modes that can be toggled through and can't be used by humans, making it very useful as your main abducting tool. It has a stun mode which acts as a regular stun baton would, a sleep mode which will cause an already stunned human to go unconscious, a cuff mode which applies disposable alien handcuffs, and a probe mode, which tells you more details about the subject it's used on. Remember, when abducting: Stun, Sleep, Cuff. |
Alien toolbelt | This toolbelt contains futuristic tools that make reaching your target from a diffferent room a breeze. It contains a multitool that shows wire functions, welding tool that rapidly refills and other tools which work faster than normal tools, and a (normal) cable coil. |
Abductor Scientist
Duties
You're the support member of the team. The observation console is your main base of operations: Use it to gather disguises, control agent's vest, warp people in and out of the station/UFO, warp yourself to the station, and also to simply monitor station activity and look for an isolated target. You are also generally the one in charge of experimental surgeries. You will also have to go to station to mark humans secured by the agent for retrieval. Be vary careful, as you are the only link back to the UFO, and if you are caught and die while on station then your mission has failed. Remember to use your teleporter implant if danger presents itself for a quick retreat.
Equipment
Name | Icon | Purpose |
---|---|---|
Teleporter Implant | Using this implant will allow you to return to ship straight away. Has a minor cooldown. Mainly used for getting back to the UFO after you've warped yourself to the station to mark an abductee. | |
Science Tool | ||
Science Tool : MARK mode | In this mode the tool will mark humans or agents for retrieval. You must be immediately next to a humanoid if you're marking them for abduction, and the marking process takes a good few seconds in which you are vulnerable. With your agent, however, the marking process is instant and can be done through the observation console, meaning that you can warp your agent out of danger in a pinch without putting yourself at any risk. You can also only store one mark at a time; meaning that once you teleport your subject back to the ship, you'll need to mark your agent through the console to be able to retrieve them as well. | |
Science Tool: SCAN mode | This mode will add the targeted person's look to disguises database. Can be done through cameras. If you scan the same person again after they've changed clothing, their appearance will update in the database. Keep in mind that if you cuff someone for abduction and then scan them, the handcuffs will appear in the disguise, which looks very suspicious. | |
Mind Device: | ||
Mind Device: Message Mode | File:AlienMindDeviceMessage.png | This mode will allow you to send messages straight to the brain of anyone you target, even through your camera consoles! Call the ERT a bunch of nerds, gloat to the captain, or whisper sweet nothings to someone you've abducted. |
Mind Device: Control Mode | File:AlienMindDeviceControl.png | Control Mode will only work on people who've been successfully abducted, and only a finite amount of times per abductee, the limit differing depending on the organ they have. With this mode, you may send a command or objective to your abductee that they will then have to follow. While these orders remain for a long length of time, varying depending on the organ, the victim will snap out of it eventually. |
Abductee or Insanity 101
So you were kidnapped and experimented on by aliens? Who'd have expected that! Your mind did not get through this even unscathed and you feel like there's something wrong with your body. Try to complete your objectives and maybe you'll learn what's going on here.
In other words, you have been given a ticket to make the round more fun. This is somewhat reliant on roleplay. Just go along with it and be the crazy alien-lunatic that you now are. (The objective automatically counts as a success anyways, so don't worry about greentexting.)
Possible Glands
Name | Icon | Effect |
---|---|---|
Healing Gland | Heals the abductee every so often | |
Spider Gland | Makes the abductee exhale spider pheromones and spawn spiderlings | |
Slime Gland | Produces slimes friendly to the abductee | |
EMP Gland | Makes abductee emit EMP every so often | |
Species Gland | Makes abductee change species rapidly. | |
Egg Gland | Makes the abductee lay acid-filled eggs. | |
Stretch Gland | Allow the abductee to crawl through vents without trouble | |
Mindshock Gland | Makes the abductee emit a confusing psychic wave every so often | |
Viral Gland | Makes the abductee carrier of a serious disease - abductee is NOT affected | |
Bloody Gland | Sprays blood on everything in sight. | |
Plasma Gland | Causes the abductee to cough up plasma. | |
Chemical Gland | Produces random chemicals inside the body, but slightly increases toxin resistance. | |
Electricity Gland | Periodically creates arcs of electricity, shocking everyone but the abductee. |