Difference between revisions of "Implants"

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Cultists:
'''Cultists:'''


Loyalty to Nar-Sie cannot be overridden by a simple implant.
Loyalty to Nar-Sie cannot be overridden by a simple implant.


Vampires:
'''Vampires:'''


Vampire are immune to loyalty implants.
Vampire are immune to loyalty implants.
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Traitors:
'''Traitors:'''


Loyalty implants override loyalty to the syndicate
Loyalty implants override loyalty to the syndicate




Changlings:
'''Changlings:'''


Changlings with a loyalty implant become loyal to NT.
Changlings with a loyalty implant become loyal to NT.




Wizards:
'''Wizards:'''


Loyalty implants override their loyalty to the SWF.
Loyalty implants override their loyalty to the SWF.




Revs:
'''Revs:'''


Loyalty de-converts revs.
Loyalty de-converts revs.

Revision as of 22:07, 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


Cultists:

Loyalty to Nar-Sie cannot be overridden by a simple implant.

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.