Difference between revisions of "Implants"

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m (Spelling, punctuation and a few other small fixes.)
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The following start loyalty implanted
The following start loyalty implanted


Captain
Captain,
HoP
Head Of Personnel,
HoS
Head Of Security,
Detective
Detective,
NT Rep
Nanotrasen Representative,
Blueshield
Blueshield,
IAA
IAA.


'''Cultists:'''
'''Cultists:'''
Line 30: Line 30:
'''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 Nanotrasen Representative.




'''Wizards:'''
'''Wizards:'''


Loyalty implants override their loyalty to the SWF.
Loyalty implants override their loyalty to the Space Wizard Federation.





Revision as of 23:04, 25 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, Head Of Personnel, Head Of Security, Detective, Nanotrasen Representative, 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 Nanotrasen Representative.


Wizards:

Loyalty implants override their loyalty to the Space Wizard Federation.


Revs:

Loyalty de-converts revs.

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


Remember, if in doubt, adminhelp.