Difference between revisions of "Implants"

From Paradise Station Wiki
Jump to navigation Jump to search
m (Fixed grammatical errors.)
m
Line 19: Line 19:
'''Cultists:'''
'''Cultists:'''


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


'''Vampires:'''
'''Vampires:'''
Line 47: Line 47:
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.