Abductor
Departmental Head
Unknown
Abductor • | Ash Walker • | Blob • | Changeling • | Contractor • | Construct • | Cultist • | Guardian • | Lavaland Elite • | Malfunctioning AI • | Morph • | Nuclear Agent • | Pulse Demon • | Revenant • | Revolutionary • | Shadow Demon • | Slaughter Demon • | Syndicate Researcher • | Terror Spider • | Traitor • | Vampire • | Wizard • | Xenomorph |
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.
Your Mission
Congratulations! You and another grey have been chosen to embark upon a scientific crusade to study the anomalous and mysterious peoples of the universe. Utilizing your advanced technology and tool sets you will abduct and experiment on the members of the NSS Cyberiad.
Your objectives are as follow:
- Kidnap and experiment on 6 specimens
- Avoid detection as much as possible
You and the Crew
There is nothing more a crew member hates than getting his or her organs stolen! If you get spotted, the crew will remind you of this through rather expressive means. You must disguise yourself, move quickly, and utilize the element of surprise to get the jump on your future experiments else your cover gets blown and you meet an untimely end by an assistant with soap and a toolbox.
For your safety and the credibility of our invasive studies it is imperative that our specimens have no idea what is going on and the station remains oblivious to our scientific study.
The Dynamic Duo
You cannot speak in the conventional sense, instead, you share a telepathic link with the other member of the expedition ship (AKA your UFO). Make sure to use it! A successful abductor is one that communicates well with their team. Each active Abductor ship will spawn with one Agent and one Scientist. Without each other they are mostly useless and require effort on both parts to succeed. So make sure to understand your role!
Abductor Agent
Duties
As an Agent you will be the person acquiring specimen for experimentation. You will need to use your Alien Baton to stun someone, cuff them, and put them to sleep. This may involve breaking into places with your advanced set of tools, jamming local comms, and firing your fancy radiation gun at curious crew members. You don't necessarily need to be robust(although it helps), you just need to be smart and have good situational awareness.
Before going down to the station you will need to get a disguise from the scientist and activate it by clicking the icon in the top left. Stand on the ship's telepad and wait for the scientist to teleport you down. Your scientist may give your instructions to where your target is but also use your best judgement to find someone easily kidnappable. Set your baton to stun(yellow) and stun your target, set the baton to sleep(blue) and put them under, and then set your baton to cuff and restrain them.
At this point if you're in a safe location the scientist will beam themselves down and do what they need to do. Your job is to protect the scientist and prevent any other specimen from thwarting your scientific study. Keeping people at range is best. Once the scientist has teleported themselves and the target up to your ship, try and keep still for a moment so the scientist can mark you and teleport you back. It is imperative that you stay where a camera can see you or else the scientist will not be able to mark you to teleport you back.
Ensure that the specimen stays restrained to the surgery table or bed in the ship until they are completely processed and teleported back on station. Rinse and repeat.
Equipment
Item | 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 and screaming for help before you can put them to sleep. |
Decloner |
Your self-defence 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). |
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 tool belt contains futuristic tools that make reaching your target from a different room a breeze. It contains a multitool that shows wire functions, a welding tool that rapidly refills, other tools which work faster than normal tools, and a (normal) cable coil. |
Abductor Scientist
Duties
You're essentially abductor mission control. You're in charge of teleporting the agent and yourself down to the station as well as teleporting your experiments to and from your ship. You have full access to station cameras and as a result have a great overview of everything within camera range. You will guide your agent through kidnapping and alerting them to various dangers. After, you will dissect the specimen and experiment on them.
The first thing you should do is find your Science tool and set it to scan. Go over to the observation console and get used to moving it around. While you're doing that, while holding your science tool, click on various crew members to scan their appearances. In the ship console, you can assign your agent one of those appearances to disguise as in order to make abducting easier.
Beam me Down Scotty
Take a look around the station on your console and identify a specimen who is alone and would be easily kidnapped unnoticed. Have your agent stand on the ship telepad and teleport them down to a location nearby but out of sight. Keep in mind that teleporting people from the ship takes roughly 5 seconds and is not instant. Once you have done this, take a look around and double check that there are no nearby dangers and give directions to your agent.
Once your agent has subdued and secured a specimen, you will use the teleport self button and teleport yourself directly next to the specimen. Set your science tool to mark and use it on the specimen(this will take a moment). Once the specimen is marked via the science tool, use your implant to teleport yourself back up to the ship. Use the observation console to teleport the marked specimen to the ship. Use your science tool to mark your agent(instant) from the console and then teleport them back up too.
Finally, perform your surgery on the specimen and then place them in the experimental machinery and choose an experiment. You get one point in your ship console every time you do this which you can spend on
Equipment
Your Ship
Although your ship is only 5x5 it is stocked full of important machines and equipment. You will always start with a full duffel-bag with alien surgery tools. You also have an observation console for surveying the station you will be gathering your subjects and conducting missions from. You have a bed for storing extra patients, a locker for storing stolen goodies, and a ship console with a telepad.
Surgery
Either the agent or scientist can do this.
Part of our experiment is seeing what our various gland will do to our specimen. We will remove their organs for further study and replace them with our surrogate glands that have various effects. By doing this and releasing the specimen back on station we can observe the effects of our experiments from the safety of the Observation Console.
Experimental Dissection
- Aim for the specimens upper body
- Use the
Scalpel to select the experimental dissection surgery
- Use the
Scalpel: make an incision.
- Use the
Hemostat to stop any potential bleeding
- Use the
Retractor: to retract the skin.
- Use the
Circular Saw to Saw through the rib cage.
- Use the
Retractor to Pry the ribs apart.
- Use your
hands Remove unnecessary organs
- Insert the chosen gland
from gland storage into the specimens chest.
- Use the
Cautery to Cauterise the wound.
Ocassionally, the specimen you abduct is not organic and is instead synthetic. No worries! They too can be the subjects to our experiments, it will instead require the toolset that the agent has around their belt and the surgery is much much simpler.
Experimental robotic Dissection (IPC)
- Aim for the specimens upper body
- Use the
Screwdriver to select the experimental dissection surgery
- Use the
Crowbar: to open the specimen's hatch.
- Use your
Hands to remove the unnecessary battery
- Insert the chosen gland
from gland storage into the specimens chest.
- Use the
Crowbar: to close the specimen's hatch.
Possible Glands
Gland | Effect |
Healing![]() |
Heals the abductee every so often |
---|---|
Spider ![]() |
Makes the abductee exhale spider pheromones and spawn spiderlings |
Slime Gland ![]() |
Produces slimes friendly to the abductee |
EMP ![]() |
Makes abductee emit EMP every so often |
Species ![]() |
Makes abductee change species rapidly. |
Egg Gland ![]() |
Makes the abductee lay acid-filled eggs. |
Stretch ![]() |
Allow the abductee to crawl through vents without trouble |
Mindshock ![]() |
Makes the abductee emit a confusing psychic wave every so often |
Viral ![]() |
Makes the abductee carrier of a serious disease - abductee is NOT affected |
Bloody ![]() |
Sprays blood on everything in sight. |
Plasma ![]() |
Causes the abductee to cough up plasma. |
Chemical ![]() |
Produces random chemicals inside the body, but slightly increases toxin resistance. |
Electricity Gland ![]() |
Periodically creates arcs of electricity, shocking everyone but the abductee. |
You're finally awake
So you were kidnapped and experimented on by aliens? Or were you?
You don't remember much and probably don't care since you were asleep the entire time. Ignoring those cool powers that just appeared you have things to go do! After waking up you probably have an objective to go complete. You may feel the need to have a conversation with the supermatter engine or paint the station in blood(doesn't have to be yours) so go ahead and do it!
Also those grey people that you saw with weird clothing were probably just a hallucination or a dream so don't worry about it.
General Tips
- Consider warping into medbay stealthily to steal a medkit or two in the event that the agent gets harmed.
- It's better to retreat as a agent than get your equipment stolen or get killed
- Protect the scientist at all costs, if they die you cannot get back to the ship
- Remember to close incisions on experiments so that they do not die and your efforts are not discovered
- If you wish to do something that falls outside of your objectives that would otherwise compromise the integrity of the station or its equipment, ahelp to ask permission first.