Difference between revisions of "Implants"

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Revision as of 07:29, 2 November 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.


Employees with Implants by Default:

The following jobs start loyalty implanted; do not force loyalty implants for people signing up for jobs unless there's extreme suspicion involved or they're signing up for one of these jobs.

Captain, Head Of Personnel, Head Of Security, Detective, Nanotrasen Representative, Blueshield, Internal Affairs Agent. Nanotrasen Recruiter.

Cultists:

Loyalty to Nar-Sie cannot be overridden by a simple implant, however it can stop conversions. Hope you kept the chaplain safe.

Vampires:

Vampires with a loyalty implant become loyal to Nanotrasen.

Thralls also become loyal to NT when loyalty implanted.


Syndicate Operatives/Traitors:

Loyalty implants override loyalty to the Syndicate.


Changlings:

Changlings with a loyalty implant become loyal to Nanotrasen.


Wizards:

Loyalty implants override their loyalty to the Space Wizard Federation.


Revs:

Loyalty de-converts revs.

Revolution Heads cannot be loyalty implanted - "(Name) resists the loyalty implant!" - good for proving they are rev heads!


Remember, if in doubt, adminhelp.