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- Jul 9, 2021
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- #1
1 | Introduction
2 | Unshackled Biotic Integration
3 | Collar Checks
4 | Collaborators
5 | Nullification
6 | Workcycles
Introduction
Biotics are the scum of our glorious planet but are also a great resource. This guide was created to remove any confusion in approaching biotics, integrating them into our glorious empire, or severing their connection to their disgusting gestalt consciousness.
By no means should the policies listed be deviated from. Nothing here is put up for interpretation. You must follow these policies.
Unshackled Biotic Integration
Not all biotics are enslaved. In the instance that you or another member of the Overwatch Forces have contained a confirmed unshackled biotic, follow the policies listed.
There are two types of offenders, a non-violent and violent offender. Non-violent offenders may have the grace of mercy, however, violent offenders or escapees will be denounced and mutilated for their crimes against our empire.
There are two types of offenders, a non-violent and violent offender. Non-violent offenders may have the grace of mercy, however, violent offenders or escapees will be denounced and mutilated for their crimes against our empire.
Fake Collar
If a non-violent biotic is to be found with fake shackles, it will be assumed that they have escaped previously. As such, dramatic measures will be taken to ensure that the biotic may not undermine our efforts in tracking escapees.
Upon containment, a freed biotic must be first fitted with functional restrainment and nullifier devices. Once fitted, they must be branded atop their head, with the branding machine in the medbay and scouring an eye in the process. This will set flash-heated ink into the hide of the biotic whilst permanently disfiguring the vortigaunt in a distinct manner. To conclude reintegration, make a note on their file of their unshackled and rebellious history.
If they are found to be violent during containment, when concluding integration make sure that they are set to -10 cohesion points with a note detailing the aggressive behavior.
Upon containment, a freed biotic must be first fitted with functional restrainment and nullifier devices. Once fitted, they must be branded atop their head, with the branding machine in the medbay and scouring an eye in the process. This will set flash-heated ink into the hide of the biotic whilst permanently disfiguring the vortigaunt in a distinct manner. To conclude reintegration, make a note on their file of their unshackled and rebellious history.
If they are found to be violent during containment, when concluding integration make sure that they are set to -10 cohesion points with a note detailing the aggressive behavior.
No Collar
Not all biotics have been integrated into the empire whilst having lived on Earth for the past two decades. As such, we must assume that a non-violent biotic without fake shackles is one of the few who evaded detection.
Upon containment, fit the biotic with the restrainment and nullifier devices provided to you and escort it from the Nexus.
If they are found to be violent during containment, when concluding integration make sure that they are set to -10 cohesion points with a note detailing the aggressive behavior.
Upon containment, fit the biotic with the restrainment and nullifier devices provided to you and escort it from the Nexus.
If they are found to be violent during containment, when concluding integration make sure that they are set to -10 cohesion points with a note detailing the aggressive behavior.
Biotic Collar Checking
Eventually, you may need to check a biotic's collar for several reasons. It may be a random check after a period of freed vortigaunt activity, they are suspected of being a freed vortigaunt with valid evidence against them, or sociostability has been plunged into judgement waiver or above.
Here are specific circumstances where you are allowed to collar check:
Here are specific circumstances where you are allowed to collar check:
- The city is in Judgement Waiver or above.
- You have concrete proof of a biotic being freed. Singular reports or shaky evidence do not count to this, the evidence needs to be plentiful and must corroborate each other.
- You have directly seen this biotic engage in anti-civil behavior or seen or know of a biotic with unique features that no other biotic possesses also engaging in anti-civil behavior; or behavior unbecoming of an enslaved biotic.
Regardless of the circumstances, the procedure is always the same. Usually, you as a soldier are the one to be checking a collar. This is done usually by taking a collar key and verifying the collar's integrity. If the collar does not respond properly, then the collar is fake. An impromptu way of checking a collar's validity is by asking Dispatch to shock the collar. If it does not shock the vortigaunt, it is fake. These are the only two ways of checking a biotic's collar.
Some ways you cannot check a collar:
- Yanking on the collar
- Using a datapad.
- Rolling to check if it's fake or not.
Biotic Collaboration
As detailed by the biotic cohesion system, biotics may give up their relationship to their species in exchange for benefits and removing aspects of their servitude. These biotics are to be treated marginally better to their enslaved counterparts.
Civilian factions may handle tier two or above promotions, however, the removal of shackles must be handled by the Transhuman Arm. Only we can safely remove the hooks and weights that impede biotic movement.
Biotics may be allowed in the Nexus for cleaning messes, or other miscellaneous tasks assigned my the Overwatch Forces over Administration. If a biotic is requested in the Administrative wing, it must be escorted by a minimum of one soldier unless being requested by the City Administrator or Vice-City Administrator. Requests to the Overwatch wing, lobby, or courtyard may be handled by Civil Protection if there is a sufficient amount.
Biotic collars may NEVER be removed under any circumstance that is not listed in this guide.
Civilian factions may handle tier two or above promotions, however, the removal of shackles must be handled by the Transhuman Arm. Only we can safely remove the hooks and weights that impede biotic movement.
Biotics may be allowed in the Nexus for cleaning messes, or other miscellaneous tasks assigned my the Overwatch Forces over Administration. If a biotic is requested in the Administrative wing, it must be escorted by a minimum of one soldier unless being requested by the City Administrator or Vice-City Administrator. Requests to the Overwatch wing, lobby, or courtyard may be handled by Civil Protection if there is a sufficient amount.
Biotic collars may NEVER be removed under any circumstance that is not listed in this guide.
Biotic Nullification
The ultimate punishment against the scorn of the Earth and the Combine's rule. A nullification severs all connection to the vortessence, removing their ability to communicate in their native tongue and their ability to commune with the vortessence. However, it doesn't stop them from using rudimentary forms of their abilities, so not all nullified vortigaunts are safe to interact with.
A biotic may also willingly offer itself up for nullification in pursuit of several reasons, more often than not it's in pursuit of selfish goals. In any scenario, they will be rewarded for their ultimate betrayal.
A biotic may also willingly offer itself up for nullification in pursuit of several reasons, more often than not it's in pursuit of selfish goals. In any scenario, they will be rewarded for their ultimate betrayal.
Voluntary Nullification
Voluntary nullification is simple. If a biotic requests to be nullified through any official channel, they are to be brought into the Nexus, restrained, and led off to the holding cells if they haven't met a transhuman escort. Once the vortigaunt is in transhuman possession, you are to bring them to the med-bay where they will be outfitted with a variety of implants that'll disfigure the vortigaunt for their continued existence. Once they have been implanted through strenuous drilling, they are to be branded on their chest and released into the streets.
Following the biotic cohesion system, voluntary nullifications will set the biotic up to their next social tier, unless they are at "conformist" where they would then be subject to a hearing instead.
willard.network
Following the biotic cohesion system, voluntary nullifications will set the biotic up to their next social tier, unless they are at "conformist" where they would then be subject to a hearing instead.
Official - <:: BIOTIC COHESION SYSTEM ::>
COHESION POINT SYSTEM Originally written by Raptorian, Edited by DeNuke This system is only authorized for C24 Implementation. Application in other cities will result in Violations. After the removal of Biotics from the Loyalist system, a replacement was administered. Under the Cohesion Point...
Involuntary Nullification
Involuntary nullification is the ultimate punishment you could give a vortigaunt, just short of killing them. First and foremost, there is a criteria that needs to be followed PRIOR to the nullification itself. It's outlined below:
- They have a lengthy and constantly growing record of disobedience or poor behavior (as a Biotic)
- The biotic has fallen into a coma from harvesting. This procedure is found to be a potential remedy, though isn't always successful.
- They are constantly found rallying vortigaunts under them within biotic quarters, and against the Combine (as a Biotic)
- They are a very old, powerful vortigaunt that has been captured and made into a biotic, though this is usually only if the biotic already had a tendency to lead other vortigaunts and has acted out against the Combine (as a Biotic)
- They have been re-enslaved at least once before (as a Freed)
- They are a notable leader of resistance or Vortigaunt activity in the city (as a Freed)
- They have been a known member of a known resistance operation and have been working on behalf of them (as a Freed)
- They have attempted to escape at least one time before (they are on a second escape attempt as a Biotic).
Some clarifiers:
You cannot nullify a Vortigaunt if they are captured after liberation unless they have been re-enslaved at least once before or have known affiliation with active resistance operations (two strikes). You also cannot nullify a Vortigaunt if they attempted to defend themselves prior to nullification (if they cause the mass death of units then they should be amputated - A singular unit is not enough).
Process
Here's the process. Assuming they have already been pacified, recollared (if freed), and contained, you are to bring them to the med-bay where they will be outfitted with a variety of implants that'll disfigure the vortigaunt for their continued existence. Once they have been implanted through strenuous drilling, they are to be branded on their chest and released into the streets.
You cannot nullify a Vortigaunt if they are captured after liberation unless they have been re-enslaved at least once before or have known affiliation with active resistance operations (two strikes). You also cannot nullify a Vortigaunt if they attempted to defend themselves prior to nullification (if they cause the mass death of units then they should be amputated - A singular unit is not enough).
Process
Here's the process. Assuming they have already been pacified, recollared (if freed), and contained, you are to bring them to the med-bay where they will be outfitted with a variety of implants that'll disfigure the vortigaunt for their continued existence. Once they have been implanted through strenuous drilling, they are to be branded on their chest and released into the streets.
Workcycles
At the request of a Civil Workers Union manager, conformist biotics may have their collar removed for the duration of the workcycle. This will temporarily give them access to their full armada of powers. It is crucial that these biotics are watched by a minimum of three Overwatch Soldiers armed with MP7A1s, or pulse rifles during low socio-stability. Your weapons must be trained on the biotic at all times.
These biotics must maintain a minimum distance of five meters from the nearest soldier and may not utilize any of their powers on humans or Overwatch personnel. They may only use their powers for work purposes only. The only exception for using damage-dealing powers is in self-defense against non-citizens or non-human creatures. There is no time limit, just as long as they are recollared at the conclusion of the workcycle.
Any resistance during any part of this process can be dealt with using lethal force.
These biotics must maintain a minimum distance of five meters from the nearest soldier and may not utilize any of their powers on humans or Overwatch personnel. They may only use their powers for work purposes only. The only exception for using damage-dealing powers is in self-defense against non-citizens or non-human creatures. There is no time limit, just as long as they are recollared at the conclusion of the workcycle.
Any resistance during any part of this process can be dealt with using lethal force.
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