Difference between revisions of "Implants"

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(Created page with "Loyalty implants are a neurological implant created by NT to assure the loyalty of command staff. Those with loyalty implants are unable to act against NT's wishes. Orders fr...")
 
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Those with loyalty implants are unable to act against NT's wishes. Orders from their command staff must be obeyed without question. Breaking Space Law can only be done if it is in the interests of NT.
Those with loyalty implants are unable to act against NT's wishes. Orders from their command staff must be obeyed without question. Breaking Space Law can only be done if it is in the interests of NT.
They are an invaluable tool of NT's, who deny that they have agents use them on enemy CEOs.




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Changlings with a loyalty implant become loyal to NT.
Changlings with a loyalty implant become loyal to NT.
Wizards:
Loyalty implants override their loyalty to the SWF.
Revs:
Loyalty de-converts revs.
Rev-Heads cannot be loyalty implanted - good for proving they are rev heads!
Remember, if in doubt, adminhelp.

Revision as of 21:15, 3 March 2014

Loyalty implants are a neurological implant created by NT to assure the loyalty of command staff.

Those with loyalty implants are unable to act against NT's wishes. Orders from their command staff must be obeyed without question. Breaking Space Law can only be done if it is in the interests of NT.

They are an invaluable tool of NT's, who deny that they have agents use them on enemy CEOs.


The following start loyalty implanted: Captain HoP HoS Detective NT Rep Blueshield


Vampires:

Vampire are immune to loyalty implants.

Thralls are not.


Traitors:

Loyalty implants override loyalty to the syndicate


Changlings:

Changlings with a loyalty implant become loyal to NT.


Wizards:

Loyalty implants override their loyalty to the SWF.


Revs:

Loyalty de-converts revs.

Rev-Heads cannot be loyalty implanted - good for proving they are rev heads!


Remember, if in doubt, adminhelp.