Difference between revisions of "Implants"

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The following start loyalty implanted:
The following start loyalty implanted
 
Captain
Captain
HoP
HoP
Line 14: Line 15:
NT Rep
NT Rep
Blueshield
Blueshield
 
IAA


'''Cultists:'''
'''Cultists:'''

Revision as of 08:20, 6 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 IAA

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.