Difference between revisions of "Implants"

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{{Needsrevision | reason=Some TC amounts are incorrect and Experimentor Information needs to be double checked.}}
{{Needsrevision | reason=Some TC amounts are incorrect and Experimentor Information needs to be double checked.}}


=Nanotrasen Implants=
==Nanotrasen Implants==


==Mindshield Implants==
===Mindshield Implants===


Those with Mindshield Implants are unable be brainwashed by the [[Cultist|Cult of Nar-Sie]], [[Revolution|Revolutionaries]] or turned into a thrall by a [[Vampire]]
Those with Mindshield Implants are unable be brainwashed by the [[Cultist|Cult of Nar-Sie]], [[Revolution|Revolutionaries]] or turned into a thrall by a [[Vampire]]
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Like all Implants, Mindshield Implants may be removed via Surgery, with their brainwashing protection going with them.
Like all Implants, Mindshield Implants may be removed via Surgery, with their brainwashing protection going with them.


==Tracking Implants==
===Tracking Implants===


Personnel with a Tracking Implant installed can be remotely monitored with a Prisoner Management Console (there's one in the Warden's Office, and another near the shuttle to the Labor Camp). Logging into one of these consoles will give you the location of all personnel with an active Tracking Implant, down to which room they are in. Using a mobile tracker (available in the Tracking Implant kit) will give you their coordinates.
Personnel with a Tracking Implant installed can be remotely monitored with a Prisoner Management Console (there's one in the Warden's Office, and another near the shuttle to the Labor Camp). Logging into one of these consoles will give you the location of all personnel with an active Tracking Implant, down to which room they are in. Using a mobile tracker (available in the Tracking Implant kit) will give you their coordinates.
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Keep in mind, like all Implants, Tracking Implants can be removed via Surgery, which will remove the personnel's name from the Prisoner Management Console.
Keep in mind, like all Implants, Tracking Implants can be removed via Surgery, which will remove the personnel's name from the Prisoner Management Console.


==Chemical Implants==
===Chemical Implants===


Personnel with Chemical Implants may have a dose of any chemical injected directly into their bloodstream upon activation of the implant. Like the Tracking Implants, you can use the Prisoner Management Console to manage all Chemical Implants and, if necessary, activate them. These implants start off empty, so you will need either Chemistry's or Science's help to fill them up.
Personnel with Chemical Implants may have a dose of any chemical injected directly into their bloodstream upon activation of the implant. Like the Tracking Implants, you can use the Prisoner Management Console to manage all Chemical Implants and, if necessary, activate them. These implants start off empty, so you will need either Chemistry's or Science's help to fill them up.
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Keep in mind, Antagonists with the capability to scrub their body of chemicals (such as Vampires or Changelings) or access to Chemicals that can do that for them can effectively nullify any Chemical Implant. In addition, like all Implants, Chemical Implants can be removed via Surgery.
Keep in mind, Antagonists with the capability to scrub their body of chemicals (such as Vampires or Changelings) or access to Chemicals that can do that for them can effectively nullify any Chemical Implant. In addition, like all Implants, Chemical Implants can be removed via Surgery.


=Illegal Implants=
==Illegal Implants==


Like the name implies, having one of these Implants is illegal, barring exceptional circumstances (see below). They can normally only be acquired via a [[Traitor|Traitor's]] Uplink or, in the case of the Freedom and Adrenaline Implants, Experi-M.E.N.T.O.R. research.
Like the name implies, having one of these Implants is illegal, barring exceptional circumstances (see below). They can normally only be acquired via a [[Traitor|Traitor's]] Uplink or, in the case of the Freedom and Adrenaline Implants, Experi-M.E.N.T.O.R. research.
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All of these implants are implanted via the use of an Implant Case and an Implanter. Unlike other Implants, these require manual activation via the use of a specific emote (like *blink), which is randomized and provided to you on implantation.
All of these implants are implanted via the use of an Implant Case and an Implanter. Unlike other Implants, these require manual activation via the use of a specific emote (like *blink), which is randomized and provided to you on implantation.


==[[File:Implant.png|32px]]Adrenaline Implants==
===[[File:Implant.png|32px]]Adrenaline Implants===


Activating this Implant injects you with a concoction of stimulants that provides incredible resistance against stuns, drastically reducing stun duration, as well as mild healing and increased speed. In addition to being available in Uplinks, these can be acquired via Experi-M.E.N.T.O.R. research, and then freely manufactured at a Protolathe, allowing for semi-legal implantation, at the discretion of the Security and Command staff.
Activating this Implant injects you with a concoction of stimulants that provides incredible resistance against stuns, drastically reducing stun duration, as well as mild healing and increased speed. In addition to being available in Uplinks, these can be acquired via Experi-M.E.N.T.O.R. research, and then freely manufactured at a Protolathe, allowing for semi-legal implantation, at the discretion of the Security and Command staff.
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One-use only.
One-use only.


==[[File:Implant.png|32px]]Freedom Implants==
===[[File:Implant.png|32px]]Freedom Implants===


Activating this Implant will instantly remove any handcuffs or restraints placed on you, dropping them on the ground. In addition to being available in Uplinks, these can be acquired via Experi-M.E.N.T.O.R. research, and then freely manufactured at a Protolathe, allowing for semi-legal implantation, at the discretion of the Security and Command staff.
Activating this Implant will instantly remove any handcuffs or restraints placed on you, dropping them on the ground. In addition to being available in Uplinks, these can be acquired via Experi-M.E.N.T.O.R. research, and then freely manufactured at a Protolathe, allowing for semi-legal implantation, at the discretion of the Security and Command staff.
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2-3 uses before wearing out.
2-3 uses before wearing out.


==EMP Implant==
===EMP Implant===


Activating this Implant will create a large EMP centered on you, disabling all cameras, electrifying doors and destroying computers. In addition, mechanical limbs will receive massive damage (potentially falling off entirely), certain Implants will malfunction and robotic hearts will short out, instantly killing the person in question. Immensely lethal against IPCs or any crewmember with robotic organs and/or limbs.
Activating this Implant will create a large EMP centered on you, disabling all cameras, electrifying doors and destroying computers. In addition, mechanical limbs will receive massive damage (potentially falling off entirely), certain Implants will malfunction and robotic hearts will short out, instantly killing the person in question. Immensely lethal against IPCs or any crewmember with robotic organs and/or limbs.
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For a list of unique interactions an EMP has on certain objects, please see [[EMP effects]]
For a list of unique interactions an EMP has on certain objects, please see [[EMP effects]]


==Mindslave Implant==
===Mindslave Implant===


Implanting this into someone else will put them entirely under your command for as long as the Implant remains active, unless another Mindslave Implant is present, or the person has a Loyalty Implant.
Implanting this into someone else will put them entirely under your command for as long as the Implant remains active, unless another Mindslave Implant is present, or the person has a Loyalty Implant.
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One-use only.
One-use only.


==Uplink Implant==
===Uplink Implant===


When activated, gives you access to an Uplink with 5 Telecrystals. Useful if you don't want to spend any Telecrystals towards completing your objectives, but still want an emergency kit.
When activated, gives you access to an Uplink with 5 Telecrystals. Useful if you don't want to spend any Telecrystals towards completing your objectives, but still want an emergency kit.
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=Cybernetic Implants=
==Cybernetic Implants==


These Implants can be manufactured at any [[Exosuit Fabricator]] or Protolathe at high levels of Research. Some of them require using the Experi-M.E.N.T.O.R. to reach higher levels not normally attainable. They provide minor, permanent bonuses when implanted and, with the exception of the Anti-Drop implant, do not require manual activation.
These Implants can be manufactured at any [[Exosuit Fabricator]] or Protolathe at high levels of Research. Some of them require using the Experi-M.E.N.T.O.R. to reach higher levels not normally attainable. They provide minor, permanent bonuses when implanted and, with the exception of the Anti-Drop implant, do not require manual activation.
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'''Hacking Toolset:''' Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal hacking toolset featuring a screwdriver, wirecutters and alien multitool. This is only available after getting Alien 4 in the RnD Tech Tree. Can not use it with the mechanical toolset implant.
'''Hacking Toolset:''' Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal hacking toolset featuring a screwdriver, wirecutters and alien multitool. This is only available after getting Alien 4 in the RnD Tech Tree. Can not use it with the mechanical toolset implant.


=Organic Implants=
==Organic Implants==


These are unique Organs that need to be harvested from organic lifeforms, but can be implanted in regular personnel.
These are unique Organs that need to be harvested from organic lifeforms, but can be implanted in regular personnel.


==Thermal Receptors==
===Thermal Receptors===


Can only be harvested from a Changeling that has the "Augmented Eyesight" ability, and has turned this ability on. When removed and implanted into another individual, grants this individual permanent Thermal Vision, until the Organ is removed.
Can only be harvested from a Changeling that has the "Augmented Eyesight" ability, and has turned this ability on. When removed and implanted into another individual, grants this individual permanent Thermal Vision, until the Organ is removed.


Can be identified in a Full Body Scan, and accurately identify Changelings. Keep in mind, if the Changeling turns this ability off, the Thermal Receptors turn into Protective Membranes, which do not grant you Thermal Vision. In additions, Changelings without the Augmented Eyesight ability do not possess these Organs.
Can be identified in a Full Body Scan, and accurately identify Changelings. Keep in mind, if the Changeling turns this ability off, the Thermal Receptors turn into Protective Membranes, which do not grant you Thermal Vision. In additions, Changelings without the Augmented Eyesight ability do not possess these Organs.

Revision as of 15:01, 24 March 2021

NR Flavor.gif
NR Flavor.gif
This page needs to be reviewed/updated:
REASON:
Some TC amounts are incorrect and Experimentor Information needs to be double checked.


Nanotrasen Implants

Mindshield Implants

Those with Mindshield Implants are unable be brainwashed by the Cult of Nar-Sie, Revolutionaries or turned into a thrall by a Vampire

Forcing a Mindshield Implant onto a crewmember that does not necessarily require one (see below) should only be done if said crewmember has been deconverted from the Cult of Nar-Sie, is an active Revolutionary or, in extreme cases, at the request of the person involved if they happen to have a critical position (such as Command).

Do not force Mindshield Implants for people signing up for jobs unless they're signing up as one of the following:

Important Tidbit: People are not to be promoted to roles such as Blueshield Officer or NanoTrasen Representative. All Karma-locked roles require Central Command authorization before transfer

Do note that Mindshield Implants only prevent brainwashing, they do not override it. In addition, personnel with Loyalty Implants are not required to display unwavering loyalty to NanoTrasen and, as such, active Antagonists can, and will, continue with their assigned objectives if receiving an implant without being deconverted (if such is even possible).

These implants are implanted via the use of an Implant Case and an Implanter.

Like all Implants, Mindshield Implants may be removed via Surgery, with their brainwashing protection going with them.

Tracking Implants

Personnel with a Tracking Implant installed can be remotely monitored with a Prisoner Management Console (there's one in the Warden's Office, and another near the shuttle to the Labor Camp). Logging into one of these consoles will give you the location of all personnel with an active Tracking Implant, down to which room they are in. Using a mobile tracker (available in the Tracking Implant kit) will give you their coordinates.

Using a Prisoner Management Console will also allow you to send messages to personnel with Tracking Implants. These will show up as "telepathic" messages, and can often be used to keep tabs on what the person is doing.

These implants are implanted via the use of an Implant Case and an Implanter.

Keep in mind, like all Implants, Tracking Implants can be removed via Surgery, which will remove the personnel's name from the Prisoner Management Console.

Chemical Implants

Personnel with Chemical Implants may have a dose of any chemical injected directly into their bloodstream upon activation of the implant. Like the Tracking Implants, you can use the Prisoner Management Console to manage all Chemical Implants and, if necessary, activate them. These implants start off empty, so you will need either Chemistry's or Science's help to fill them up.

There is no limit to what kind of chemical the implant can receive. This can range from harmless knockout chemicals (such as Ether or low doses of Morphine) to lethal toxins (such as Sarin, Neurotoxin or Cyanide). What kind of chemical goes into the Implant depends on the severity of the crime the implanted personnel committed. Chemical Implants should, if possible, be used as deterrents rather than remote kill-switches.

These implants are implanted via the use of an Implant Case and an Implanter.

Keep in mind, Antagonists with the capability to scrub their body of chemicals (such as Vampires or Changelings) or access to Chemicals that can do that for them can effectively nullify any Chemical Implant. In addition, like all Implants, Chemical Implants can be removed via Surgery.

Illegal Implants

Like the name implies, having one of these Implants is illegal, barring exceptional circumstances (see below). They can normally only be acquired via a Traitor's Uplink or, in the case of the Freedom and Adrenaline Implants, Experi-M.E.N.T.O.R. research.

All of these implants are implanted via the use of an Implant Case and an Implanter. Unlike other Implants, these require manual activation via the use of a specific emote (like *blink), which is randomized and provided to you on implantation.

Implant.pngAdrenaline Implants

Activating this Implant injects you with a concoction of stimulants that provides incredible resistance against stuns, drastically reducing stun duration, as well as mild healing and increased speed. In addition to being available in Uplinks, these can be acquired via Experi-M.E.N.T.O.R. research, and then freely manufactured at a Protolathe, allowing for semi-legal implantation, at the discretion of the Security and Command staff.

One-use only.

Implant.pngFreedom Implants

Activating this Implant will instantly remove any handcuffs or restraints placed on you, dropping them on the ground. In addition to being available in Uplinks, these can be acquired via Experi-M.E.N.T.O.R. research, and then freely manufactured at a Protolathe, allowing for semi-legal implantation, at the discretion of the Security and Command staff.

2-3 uses before wearing out.

EMP Implant

Activating this Implant will create a large EMP centered on you, disabling all cameras, electrifying doors and destroying computers. In addition, mechanical limbs will receive massive damage (potentially falling off entirely), certain Implants will malfunction and robotic hearts will short out, instantly killing the person in question. Immensely lethal against IPCs or any crewmember with robotic organs and/or limbs.

2-3 uses before wearing out.

Obviously, one-use only.

For a list of unique interactions an EMP has on certain objects, please see EMP effects

Mindslave Implant

Implanting this into someone else will put them entirely under your command for as long as the Implant remains active, unless another Mindslave Implant is present, or the person has a Loyalty Implant.

One-use only.

Uplink Implant

When activated, gives you access to an Uplink with 5 Telecrystals. Useful if you don't want to spend any Telecrystals towards completing your objectives, but still want an emergency kit.

One-use only.


Cybernetic Implants

These Implants can be manufactured at any Exosuit Fabricator or Protolathe at high levels of Research. Some of them require using the Experi-M.E.N.T.O.R. to reach higher levels not normally attainable. They provide minor, permanent bonuses when implanted and, with the exception of the Anti-Drop implant, do not require manual activation.

These are implanted surgically, and can be divided into five categories: cranial, visual, mouth, thoracic, and arm implants.

Cranial Implants

Anti-Drop Implant: When activated, locks your active hand so that whatever item is held in it cannot be dropped or removed, even when stunned, short of manual deactivation of the implant, restraining, removal of the implant or, in extreme cases, removal of the appendage.

CNS Rebooter: Short for Central Nervous System Rebooter. With this implant all stuns longer than 4 sounds are reduced to 4 seconds.

Neural Jumpstarter: This implant attempts to wake you up back up if you've been slept or paralyzed but can not be installed alongside the CNS rebooter. Has a cooldown on how often and quickly it can wake you up.

Visual Implants

Medical HUD Implant: Gives you a permanent Medical HUD, along with all associated features.

Security HUD Implant: Gives you a permanent Security HUD, along with all associated features.

Welding Shield Implant: Provides protection against eye damage caused by welding, as well as bright flashes.

X-Ray Implant: Grants you X-Ray Vision (much like the X-Ray gene, full vision of the 15x15 game window).

Thermal Implant: Grants you Thermal Vision (can see mobs through walls and other vision-obstructing objects).

Mouth Implants

Breathing Tube Implant: Allows you to use internals without a mask. Protects from strangling.

Thoracic Implants

Nutriment Pump Implant: If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator).

Nutriment Pump Plus Implant: An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator).

Reviver: Will attempt to bring you out of soft critical condition. Does not actually revive you if you die. Having one of these will instantly kill you via heart attack if you are hit by an EMP.

Arm Implants

Mechanical Toolset: Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal mechanical toolset, featuring an advanced welder, wrench, crowbar, screwdriver, wirecutters, and multitool,

Surgical Toolset: Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal surgical toolset, featuring an advanced laser scalpel, hemostat, retractors, bone setters, bone gel, cautery, fix-o-vein, and a surgical drill.

Janitorial Toolset: Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal janitorial toolset featuring an advanced mop, soap, light replacer, bottle of space cleaner (that only accepts space cleaner), flyswatter and holosign projector, for all your cleaning needs.

Botanical Toolset: Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal botanical toolset featuring a plant analyzer, cultivator, spade, hatchet, wire cutters and wrench, for all your hydroponics needs.

Hacking Toolset: Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal hacking toolset featuring a screwdriver, wirecutters and alien multitool. This is only available after getting Alien 4 in the RnD Tech Tree. Can not use it with the mechanical toolset implant.

Organic Implants

These are unique Organs that need to be harvested from organic lifeforms, but can be implanted in regular personnel.

Thermal Receptors

Can only be harvested from a Changeling that has the "Augmented Eyesight" ability, and has turned this ability on. When removed and implanted into another individual, grants this individual permanent Thermal Vision, until the Organ is removed.

Can be identified in a Full Body Scan, and accurately identify Changelings. Keep in mind, if the Changeling turns this ability off, the Thermal Receptors turn into Protective Membranes, which do not grant you Thermal Vision. In additions, Changelings without the Augmented Eyesight ability do not possess these Organs.