Difference between revisions of "Implants"
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[[File:implantcase.png|right]][[file:implanter.png|right]] | [[File:implantcase.png|right]][[file:implanter.png|right]] | ||
Implants are subdermal devices injected into a player using an implanter. The [[roboticist]] can see what implants a patient has using the computer next to the operating table, and can remove implants by digging around in patients' chests with a scalpel. | Implants are subdermal devices injected into a player using an [[Science Objects#Implanter|implanter]]. The [[roboticist]] can see what implants a patient has using the computer next to the operating table, and can remove implants by digging around in patients' chests with a scalpel. | ||
==Blood Monitor Implant== | ==Science/Medical Implants== | ||
===Blood Monitor Implant=== | |||
If the implantee dies, their medical records (available on the medical computer on the bridge) will update to record this. Available from Robotics fabricators. Note that this implant is nigh-useless, as no one ever checks medical records. | If the implantee dies, their medical records (available on the medical computer on the bridge) will update to record this. Available from Robotics fabricators. Note that this implant is nigh-useless, as no one ever checks medical records. | ||
==[[Syndicate Items#Freedom Implant|Freedom Implant]]== | ===Machine Translator Implant=== | ||
Allows humans to communicate on the secure frequency used by the AI and cyborgs, by adding ":s" before their speech. Good for clandestine communication with a subverted AI, or keeping in touch when regular radios fail. | |||
===Tracking Implant=== | |||
The coordinates of anyone implanted will appear on a space GPS, and their name will show up on the list of destinations for the teleport computer, allowing people to teleport right on top of you. Available on the Bridge and in the Teleport Lab. | |||
==Traitor Implants== | |||
===[[Syndicate Items#Freedom Implant|Freedom Implant]]=== | |||
Available to traitors. Allows implantees to instantly undo their handcuffs a limited number of times. | Available to traitors. Allows implantees to instantly undo their handcuffs a limited number of times. | ||
= | ===Microbomb Implant=== | ||
==Microbomb Implant== | |||
Causes the implantee to explode upon death, typically wiping out the vultures trying to scavenge the gear off your corpse. [[Nuclear Operative]]s start with these in them. | Causes the implantee to explode upon death, typically wiping out the vultures trying to scavenge the gear off your corpse. [[Nuclear Operative]]s start with these in them. | ||
==[[Syndicate Items#Mindslave Implant|Mindslave Implant]]== | ===[[Syndicate Items#Mindslave Implant|Mindslave Implant]]=== | ||
Spawnable as a traitor item, the recipient of this implant must obey the commands of the implanter until the implant wears off (seems to range from 20 to 40 minutes) or it is removed. Commands must be followed no matter what, even if your new master demands you commit suicide. | Spawnable as a traitor item, the recipient of this implant must obey the commands of the implanter until the implant wears off (seems to range from 20 to 40 minutes) or it is removed. Commands must be followed no matter what, even if your new master demands you commit suicide. | ||
==Mindslave Implant 2.0== | ===Mindslave Implant 2.0=== | ||
Standard equipment for [[Spy|spies]]. Works the same as a Mindslave Implant except the duration is permanent. Implanting another spy, or someone who has already been implanted by another spy has a chance of either overwriting the person's allegiance or failing completely. Either way, it uses up an implant and seems to work just fine, so the person doing the implanting can only tell from how they react. | Standard equipment for [[Spy|spies]]. Works the same as a Mindslave Implant except the duration is permanent. Implanting another spy, or someone who has already been implanted by another spy has a chance of either overwriting the person's allegiance or failing completely. Either way, it uses up an implant and seems to work just fine, so the person doing the implanting can only tell from how they react. | ||
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[[Category: Reference]] | [[Category: Reference]] | ||
[[Category: Objects]] |
Revision as of 22:09, 8 March 2013
Implants are subdermal devices injected into a player using an implanter. The roboticist can see what implants a patient has using the computer next to the operating table, and can remove implants by digging around in patients' chests with a scalpel.
Science/Medical Implants
Blood Monitor Implant
If the implantee dies, their medical records (available on the medical computer on the bridge) will update to record this. Available from Robotics fabricators. Note that this implant is nigh-useless, as no one ever checks medical records.
Machine Translator Implant
Allows humans to communicate on the secure frequency used by the AI and cyborgs, by adding ":s" before their speech. Good for clandestine communication with a subverted AI, or keeping in touch when regular radios fail.
Tracking Implant
The coordinates of anyone implanted will appear on a space GPS, and their name will show up on the list of destinations for the teleport computer, allowing people to teleport right on top of you. Available on the Bridge and in the Teleport Lab.
Traitor Implants
Freedom Implant
Available to traitors. Allows implantees to instantly undo their handcuffs a limited number of times.
Microbomb Implant
Causes the implantee to explode upon death, typically wiping out the vultures trying to scavenge the gear off your corpse. Nuclear Operatives start with these in them.
Mindslave Implant
Spawnable as a traitor item, the recipient of this implant must obey the commands of the implanter until the implant wears off (seems to range from 20 to 40 minutes) or it is removed. Commands must be followed no matter what, even if your new master demands you commit suicide.
Mindslave Implant 2.0
Standard equipment for spies. Works the same as a Mindslave Implant except the duration is permanent. Implanting another spy, or someone who has already been implanted by another spy has a chance of either overwriting the person's allegiance or failing completely. Either way, it uses up an implant and seems to work just fine, so the person doing the implanting can only tell from how they react.