Difference between revisions of "Implants"
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'''Cultists:''' | '''Cultists:''' | ||
Loyalty to Nar-Sie cannot be overridden by a simple implant, however it can stop | Loyalty to Nar-Sie cannot be overridden by a simple implant, however it can stop conversions. Hope you kept the chaplain safe. | ||
'''Vampires:''' | '''Vampires:''' | ||
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Loyalty de-converts revs. | Loyalty de-converts revs. | ||
Revolution Heads cannot be loyalty implanted - good for proving they are rev heads! | Revolution Heads cannot be loyalty implanted - "Player resists the loyalty implant!" - good for proving they are rev heads! | ||
Remember, if in doubt, adminhelp. | Remember, if in doubt, adminhelp. |
Revision as of 15:26, 9 May 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, Internal Affairs Agent.
Cultists:
Loyalty to Nar-Sie cannot be overridden by a simple implant, however it can stop conversions. Hope you kept the chaplain safe.
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.
Wizards:
Loyalty implants override their loyalty to the Space Wizard Federation.
Revs:
Loyalty de-converts revs.
Revolution Heads cannot be loyalty implanted - "Player resists the loyalty implant!" - good for proving they are rev heads!
Remember, if in doubt, adminhelp.