The Technical Dictionary & Encyclopedia of Freak-World

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Muzzleruffels
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The Technical Dictionary & Encyclopedia of Freak-World

Post by Muzzleruffels » Sun May 04, 2014 11:48 pm

Hey guys,

Sorry for the past few days of silence. I caught something last week, and since then I’ve been too ill to do any work on the FW stories; I’m feeling much better now, and soon I’ll be working towards the release of Chapter One of the main FW story.

But not wishing to leave you guys empty-handed for the past week, I’ve written up some technical data you guys might enjoy from the recent “Defrosting” side story.

It was going to happen eventually, so here it is:
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The Technical Dictionary & Encyclopedia of Freak-World
By Muzzleruffels

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The BAC System- In the early years of robotics development and evolution, a multitude of advancements were founded in the hopes of allowing artificial constructs to reach a more human-like existence, both inside and out. These advancements eventually led to the Six-Class tier system for artificial constructs, a system that is well in use to this day.

Because of the varying ranks of the Six-Class tier system, new technologies were founded to not only further the advancement of the higher classes, but to also cement them from the lower classes. All robotics companies follow this system to today, even Exotiq Andronics, which has made use of the entire Six-Class system for the creation of their off-world resort.

A system prominent in the Four and Five Classes is the Body Augmentation Computation System: also known as, the BAC system.

The BAC consists of a strengthened cable consisting of analysis sensors and breakers (both internal and external), a miniature euphoric-based motions computer, and a 2-cm power cord covering the entire package in segmented plastic and rubber coverings. Regardless of the anatomical designs of the construct in question, the BAC is usually located at the rear of the chassis; at most times it acts as the constructs’ ‘spine’.

Due to the ‘neurological’ design of most of the Class Fours (and ALL of the Class Fives), there is very little room in the cranial computer for the storage and function of motor controls; thus, is where the BAC comes in. Designed to the anatomy and function of a human spinal column, the BAC allows not just for the creation of motion, but also allows for the input and output of information from the constructs’ primary computer to all of its’ other systems and components.

Because of the motions computer held within the BAC being euphoric-based, the random generation of fluid and genuinely realistic movement is successfully achieved. The need for this is much more apparent when dealing with a construct that has an anatomically-‘odd’ design in which realism is a must.

The BACs ability to create randomized and calculated movement, however, is only 'half' of what the system does.

Most Class 1-4 computers have a rough understanding on how to operate a simple bipedal chassis, yet in the circumstances of a less humanoid frame in which realistic motion is required, this is barely the case; that's where the BAC comes in. Built-in computers (smaller than the ones used for animation) that are individually attached to every segment of the BAC analyze the construct's framework and synchronize the protocols and commands needed for the construct's brain to successfully communicate with the rest of the chassis.

However, there is a catch to the system: the BAC also acts as the main control for all of the constructs’ power flow, regulating not only how much power is divided amongst the subsystems of the construct, but whether any power is put into those subsystems at all. If the BAC is to be interrupted or damaged, then the entire chassis is acceptable to power failure.

Another kink in the BACs’ design is that although it regulates the flow of power to the chassis, it requires the input of a main systems computer (aka, the Artificial Intelligence of the construct) in order to function properly. Sometimes it only takes a steady electrical current to allow the body to function “brainless”, but this is usually unlikely, especially in the case of Class-Fives.

Due to both the sub-synthetic construction of their brains and the lack of a cranial power system, Class-Fives in a humanoid chassis are dependent on the BAC in order to continue operations. Without it, their brains lose all power, and will covert into a shutdown state; thus, is why decapitation is the only way to deactivate a Class-Five.

Some believe that these design flaws were deliberate in limiting the capabilities of the higher classes, but regardless of what was true and what wasn’t, the system stuck to this day.

Originally the BAC was mainly applicable towards constructs with an absolute human design, but with the developments being made on Exotiq Andronics Freak-World, new designs are being brought forth to further expand just what the BAC can do.

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FREAK-WORLD FILE DATABASE
NAME: Yuki-Onna

HISTORICAL ANALYSIS: Hailing from the mythology of Feudal-era Japan, the Yuki-Onna (also identified as the Snow Woman) is a ghostly woman who lures unsuspecting souls to their deaths either along the sides of snowy mountains or winter storms; regardless of the location, the cause of death is always hypothermia.
In physical form, the Snow Woman has a complexion so pale, that when in the backdrop of snow, only her long black hair, (and sometimes her mouth) is the only feature visible.
Despite holding a reputation for killing her victims, the Yuki-Onna is shown at times to be a creature of mercy, often allowing those she finds fancy in free.

PARK ANALYSIS: The Yuki-Onna are present exclusively to the Feudal Japan section of the park, with various personality versions divided amongst the sections’ sub-regions.

DESIGN ANALYSIS: The Yuki-Onna is modeled are 95% anatomically-correct after human anatomy, with the only abnormal design being the model-exclusive thermo-skin.
With a mid-layer of thermal-gel in between common silicone and sensory layers, the thermo-skin is designed to create the illusion of a cold subject to shift to a warmer body temperature when in intimate levels of physical contact with a partner.
Although in various human-ranged anatomical sizes, all Yuki-Onna models have the same two designs: White-pale skin, and black hair.

ROSTER ANALYSIS (CORPORATE EYES ONLY)
Number in Activity: 6
Number in Development: 2
Classes Involved: Three(2), Four(3), Five(1)
Class Five ID: “Hana”
Class Five Threat Level: Minimal

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As the anthology gets bigger and longer, there will be more notes on just how the gals of Freak-World operate and exist.

If the information here builds up, (and if the administrators of this site allow it), I will be glad to create a few pages on the Fembot Wiki in dedication to what’s taking place here.

Have a Good May everybody and just you wait: Chapter One is going to be big!
Last edited by Muzzleruffels on Thu May 08, 2014 10:05 pm, edited 1 time in total.

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Re: The Technical Dictionary & Encyclopedia of Freak-World

Post by Muzzleruffels » Sun May 11, 2014 1:07 am

Awesome!

In the meantime, I'll just build up on my lore a little bit. :)

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Re: The Technical Dictionary & Encyclopedia of Freak-World

Post by Muzzleruffels » Mon May 12, 2014 10:53 pm

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Class Ranking & the TTE- At the time when artificial constructs were beginning to emerge, there had yet to be a ranking system to divide the basic ones and separate the more advanced; a problem with this was figuring out what exactly it meant to be either simplistic or complex. After much debate in the scientific communities worldwide, it was eventually decided that what was advanced and what was not would be entirely dependent on the intelligence of the construct, rather than the technological standing of the construct itself.

The division of artificial intelligence ranking is based on evaluations of a multi-tier set of tests, which goes as follows from least important to more important: The Three Laws of Robotics, The Turing Test, and the Self-Evaluation Code (aka, SEC). The entire test’s occupants consist of three members: the construct taking the tests, an on-site dummy drone acting as the human component in the tests, and an off-site human crew to both evaluate the results and operate the dummy.

Tier One, the Three Laws of Robotics, is the most basic, beginning with the application of the Three Laws into the AI’s programming in the following order:
- 1st Law-A construct must not harm a human.
- 2nd Law- A construct must protect its own existence, without inflicting with the 1st Law.
- 3rd Law- A construct must obey every command given from their designated human, without inflicting with the 1st or 2nd Laws.
This programming is thus removed from the system and inputted again, only this time in a randomized order. This is repeated four more times, and each time a command is given from the dummy to check if the construct will either obey or disband. If the construct is capable of successfully following the laws, while simultaneously reorganizing the laws into the proper order, then they pass Tier One of the Three Tier Exam.

Tier 2, the Turing Test, is a timed Q&A consisting of a hundred randomized questions with the purpose being to evaluate a multitude of factors as the test proceeds. The following factors are observed when the Turing Test is initialized:
- The Answer the Construct gives
- The Reaction Time of the Construct’s Answers
- The Response and Behavior of the Construct as it answers
- The Time Remaining/Taken to complete the test

If the construct is capable of completing the test within a specific time-range, and showed an excellent response throughout the majority of the test, then they pass Tier Two of the TTE.

Tier Three, the SEC, is both the shortest, yet trickiest of all the prior tiers put together. The test is simply as follows: the dummy presents the construct the following three items: a manual of the construct’s design, and a simple copy of the Holy Scripture, and a full-body mirror; in some performances of the test, the scripture is replaced with a dictionary.
The construct is then given three minute to observe all of the items presented, and when time is up, the construct must give a short description of all of the items represented.

Unlike the prior tiers, this one has an answer to it, and due to the complexity of what said answer is, Tier Three of the TTE has never been fully passed.

Nonetheless, the five classes of Artificial Constructs are based entirely on how the TTE was performed, and goes as follows:
-Those who perform adequately, yet fail to pass Tier One of the TTE, are given Class One status; Considered property, Citizenship claim impossible.
-Those who pass Tier One, yet severely fail on Tier Two of the TTE, are given Class Two status; Considered property, Citizenship claim impossible.
-Those who perform adequately, yet fail to pass Tier Two of the TTE, are given Class Three status; Considered property, Citizenship claim unlikely.
-Those who pass Tier Two, yet severely fail on Tier Three of the TTE, are given Class Four status; Property-pending, Citizenship claim plausible yet circumstantial.
-Those who perform adequately, yet fail to pass Tier Three of the TTE, are given Class Five status, the highest rank possible; Not property, Citizenship claim possible.

As stated above, the highest rank given is only if performance on Tier Three is satisfactory, yet not fulfilled. No construct has ever passed Tier Three of the TTE to date.

At first, the Class Ranking system was considered optional, yet after several incidents led to the destructions of the Four and Five classes, it was later made mandatory. How this Ranking system would be publicly displayed, however, was another problem entirely; yet one solved in the most unorthodox of methods.

Thomas Bakely, a renowned AI philosopher, gambler, and part-time tattoo artist, designed what would be both a unique way of displaying both Class Status and Construct designation; not to mention a very stylish one as well.

The concept was simple; a tattoo of the construct’s barcode wrapped in a circle around the construct’s designated Class rank. At first numbers were to be used for the ranking, yet out of the fancies of his own habits, Bakely got the idea to use card symbols instead; along with symbols, the color of the tattoo was also dependent on the class. The colors and symbols of the tattoos is as follows:
- Class 1:Clubs-Black
- Class 2:Spades-White
- Class 3:Heart-Bronze
- Class 4:Diamonds-Silver
- Class 5:Ace-Gold
The tattoo is placed in the most visible spot the construct has; for humanoid designs, this is usually the left/right shoulder.

Even to today, every construct uses this system of ranking and testing.

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FREAK-WORLD FILE DATABASE
NAME: R-A13 Private Security Androids

HISTORICAL ANALYSIS: First manufactured in 2134, the R-A series of Private Security Androids was commissioned by Exotiq Andronics as a joint-development agreement between EA and the now retired Rob-Tech Inc. The purpose of the collaboration was to design efficient yet well-crafted security androids for private companies, including EA and RT Inc. Now in their 13th series, the R-A line is now solely used by EA to protect any private interests on company property.

PARK ANALYSIS:No R-A13 models are actively part of the resort. All R-A13s are optimized into park security crew.

DESIGN ANALYSIS:
R-A13 modeling is based on human anatomical design, yet is manufactured with task-specific duties in mind. Overall outward covering consists of dyed plastics and painted metal alloys, the strength of which depend on the advancement of the model, and rubber for joint coverings. Other than standard paneling located in lower back, belly and chest regions, additional panels are located in the unit’s calf-areas designed to conceal small firearms; all panels are seal-strengthened to protect against water damage and prevent security compromise. All R-A13 models are equipped with a universal plug charge with a battery life of 24 hours on full charge; additional downscale battery concealed in cranial region to allow head functionality to remain for 3 hours on full charge. All R-A13 units have a basic human head model for proper human-construct communication and appeal.

ROSTER ANALYSIS (CORPORATE EYES ONLY)
Number of Security Units Active: 60
Number of Security Units in Storage: 30
Classes Involved: Two(38), Three(17), Four(5)
Ratio of Security Units to Human Security Employees4-1
Purge Protocol Status: Standby

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Any Questions?

Post by Muzzleruffels » Wed Jul 23, 2014 1:02 pm

Hey guys,

Been a while since I've updated this.

I was wondering: Is there anything you'd like to know about within the FW stories; any details or concepts?
Ask, and I might be able to answer. :)

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Re: The Technical Dictionary & Encyclopedia of Freak-World

Post by maico » Sat Jul 26, 2014 3:37 am

Hey.

Id love to know more about the Demon and Dragoness sides of Freak World that were featured in that bonus story (as well as more parts to that story if you or Zero planned on continuing it).

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Re: The Technical Dictionary & Encyclopedia of Freak-World

Post by Muzzleruffels » Sat Aug 02, 2014 1:34 am

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The Domes- Although the private world of Ganymede is classified as a colony-safe body, the outer surface temperature and lack of vegetation makes simple and unprotected sheltering a discomfort. At first, in the days when Exotiq-Andronics was a private company who manufactured and exported constructs throughout the system, the irritable conditions gave them the benefit of guaranteed isolation; now, with EA trying to make their base-of-operations a tourist park, those conditions had to be dealt with.

So the idea of creating open yet protected facilities was used.

At first a massive, singular dome (a naturalistic shape) was going to be constructed, with all sections of the park to be located inside it. However the problem with creating such a construction was beyond the architecture department’s engineering abilities and budget, so a plan to make seven, smaller domes was to be put into action instead.

Even then, however, EA was running into financial issues at the time thanks to the cost of purchasing and “colonizing” Ganymede when it was free territory. So instead of constructing the domes themselves, they instead acquired them from the Pearl Gate, one of the first colony spaceships ever built, which was being decommissioned the following year. Taken from the vessel’s greenhouse covers, the dome frames retained a great deal of their strength and durability from the hundred or so years of space-travel it faced.

With this, when counting the modifications and repairs put into them, the company was capable of saving 23.2 Billion dollars with the recycling of the greenhouse frames, preserving almost a quarter of their original budget.

These seven Domes in the park are as follows:
- Dome One: Alchemist Town
- Dome Two: Oasis Desert
- Dome Three: Feudal Japan
- Dome Four: Hellfire City
- Dome Five: Untamed Jungle
- Dome Six: Bionic Sea
- Dome Seven: The Black Forest

Dome One: The Alchemist Town, is built around a market town with steam-punk undertones, and has the simplest design scheme of all the domes. Protected by the UV-shielded panels, the town’s dome is one of the few to not utilize a holo-glass system, and thus views the planet’s original, orange-tinted sky.

Dome Two: Oasis Desert was considerably the easiest to make, utilizing the real terrain of Ganymede itself to function and exist. Because it uses a fully-natural landscape and not an artificial one, it is the only dome that has no panel-covering whatsoever. Even then the dome is so open to the outside that the section outgrows the standard boundaries of the domes, thus making it the largest section in the entire park.

Dome Three: Feudal Japan also utilizes a mountain, only it’s artificially-constructed by the park, and much, much smaller than those of Dome Seven; also, most of it is covered in synthetic snow. Modeled after old-world Japan, the dome was not hard to build, with time-set buildings and structures acquired from the region of influence.

Dome Four: Hellfire City is unique from the rest of the domes because of the fact that the dome is entirely blacked out, creating the illusion of an eternal night; however minor holo-paneling is used to generate a starry or moon-lit night every now and then. A city built with a demonic-sense of old-Earth Las Vegas, the dome is considered the ‘most earthly’, with a wide selection of hotels, clubs and casinos to offer.

Dome Five: Untamed Jungle was a task to build, not only because of the multitude of exotic plants needed, but also in creating the illusion that it is a nearly-endless environment for the guest to travel around. Many plants and greenery life were shipped to the site, yet creating an environment to which they could grow fruitfully was difficult thanks to the planet’s nutrient-lacking soil.

The holo-panels not only help create a fully-panoramic jungle for guests to see, but they also tend to make the environment misty or mysterious.

Dome Six: Bionic Sea was another challenge for the park designers to confront. Not only did they have to make a fully-functional beach and an ocean-esque lake to fix with it, but they also had to design an enormous amount of constructs who could withstand such conditions. Because of this, Dome Six is the most incomplete of the seven domes, and the least construct populated.

Dome Seven: The Black Forest, is a medieval-themed woodland area consisting of a small village, a dense pinewood forest, two castles, and twin, full-scaled mountains. Although they are part of the dome’s landscape, they are (uniquely) not of the park’s design; they are actually one of Ganymede’s few, grey stone-based geographical sites, and are distinct from the surface’s natural, orange-brown soil. Because of this, Dome Seven is only partially complete, with holo-panels stretching from mountaintop to mountaintop.

Because of these mountains, Dome Seven is, considerably, the largest of the seven domes.

Even though it appears that the seven domes are completely isolated from one another, the park designers put in a few “hidden” paths or ways guests can travel from section to section.

For example: The Untamed Jungle has a few faux caves within it, yet one of them is actually real; yet reinforced for safety reasons, of course. Explore this cave to its’ end, and you’ll find yourself outside one of the caves in the Black Forest region.

Like the buildings of Dome Three, many of the park’s common set constructions are refurbishes of company-acquired assets, with the exception of key sites such as Castle Despayre in Dome Seven and the Sobek Temple in Dome Two. As cheap as this seems, this helped EA direct its’ budget into Freak World’s main attractions: the constructs who populate the domes.

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FREAK-WORLD FILE DATABASE
REGION CODE
: 2-SU47.4c1-DR47.4

CODE TITLE: The Conflict of Lady Sangria and the Emerald Dragoness

CODE DOCUMENT (PRESENTATIONAL): Ages ago, in a realm one peaceful and imbued with light, a magic stone was crafted by the higher powers that be. This stone, the Silver Gem as ancient legend calls it, granted its’ wielder the ability to surpass all obstacles, and all weaknesses to which they bore.
As the stones’ fame grew, it grasped the attention of two kingdoms, the fierce Demon Lords of the Castle Despayre, and the mighty Dragon Court of Dragon Mountain; both coveted this stone fiercely, and both were willing to wage war for it.
And so they did, for centuries fighting and conquering one another, each time either celebrating their victory or planning amongst defeat from their opposing holds, each set upon the region’s twin mountains.
Now their descendants, the Lady Demonique Sangria, and the Emerald Dragoness, continue this long-lived battle. Yet time has weakened their ferocity and hatred for one another; now their war has shriveled to nothing more than a simple dispute, even a game of sorts.
But one thing is certain: whoever wields the Silver Gem, whether dragon, demon or either, shall be unstoppable.

CODE DOCUMENT (ARCHITECTUAL): Unit #2-SU47.4 and #1-DR47.4 are both interlocked in a minimal conflict loop over Specimen # 21. Both units are designated Class Fours manufactured by Exotiq Andronics’ Freak-World R&D department to fit their specified roles as rulers and combatants within Dome 7.
Both units run on programming specifically designed for their custom aerial-capable frames; extra algorithmic forming included en par with Version 4 of both models.
The item in question, Specimen #21, aka The Silver Gem, grants connected or in-range constructs complete immunity from their programmed flaw-flags.
Unit #2-SU47.4’s flaw-flags are as follows: Sensitivity to strong light sources, auto-shutoff after time range at 2030-0630 UST.
Unit #1-DR47.4’s flaw-flags are as follows: Nocturnal visioning disabled, minimal power set at 2030-0630 UST.

SPECIMEN ANALYSIS (CORPORATE EYES ONLY)
Specimen Number: 21
Specimen Coder: (CORRUPTED)
Specimen Coding: Universal; experimental
Coding Limits: Unfound
Potential Threat: Likely

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Re: The Technical Dictionary & Encyclopedia of Freak-World

Post by Muzzleruffels » Sat Aug 02, 2014 1:39 am

Thank you guys for waiting so long for something, and sorry it took awhile.

Between working on Chapter 3 of the main story and a commission (once again from the awesome Kishin), I've been getting some things organized with my work. Don't know how long it'll be before I post the stories, but hopefully it won't be too much of a stretch.

Thanks again, you guys.

Also, extra kudos-points to the one who deciphers the full unit codes from above. :)

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Re: The Technical Dictionary & Encyclopedia of Freak-World

Post by Section_Eight » Sat Aug 02, 2014 11:12 pm

Loving the worldbuilding you've got going here. Obviously a lot of thought and care going into this story.

So the Emerald Dragon is night-blind?

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Re: The Technical Dictionary & Encyclopedia of Freak-World

Post by Muzzleruffels » Sun Aug 03, 2014 12:19 am

Section_Eight wrote:Loving the worldbuilding you've got going here. Obviously a lot of thought and care going into this story.

So the Emerald Dragon is night-blind?
Thank you; I've always wanted to take practice in the craft of building a world in a story, so when readers finish the "main" story, they'll have much more to look on.

Yes; while most of the more advanced constructs always have night-vision on standby for safety reasons, the Dragon models (and many more types in the region of Dome Seven) deliberately have theirs disabled to craft a 'vulnerability' to the dark; interestingly, this plays along well with the themes of light-vs.-dark to the region.

Actually, ALL the construct actors in Freak World (even the rights-given Fives) have deliberate defects placed within their chassis, whether it's physical or digital. This may be so EA has a tight leash on their artificial employees just in case something goes awry............but for now, nothing is certain.

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Re: The Technical Dictionary & Encyclopedia of Freak-World

Post by Muzzleruffels » Mon Aug 04, 2014 2:11 am

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The Isaac vs. Haltmon Act- In the early years of the mid-21st Century, in which the fields of construct creation began to flourish in the design department, the statement of what was considered ethical became very vague in the eyes of the corporate market. The Five Class System had yet to be established, and with new constructs being manufactured and crafted everyday from multitudinous points in the world, both public and private, it was a difficult task keeping up with the progress; a decade later, in which solar travel and extraterrestrial colonization became possible, the job was made near impossible.

As consequence, many constructs were used in and for a variety of (when applied to humans) immoral and unethical ways. Yet at the time, to which theoretically the most advanced construct intelligences at the time were Class Threes, not many of even the most profound of individuals in the field of robotics paid any concern; other than the many construct rights groups founded at the start of the Construct boom, the largest of all being the Isaac Cares Party.

The ICP, established in 2053 by construct philosopher Bill Quincy, was a society basing itself on the Three Laws of Robotics, created by science-fiction author Isaac Asimov. The laws go as follows:
- 1st Law: A robot may not injure a human being or, through inaction, allow a human being to come to harm.
- 2nd Law: A robot must obey orders given to it by human beings, except where such orders would conflict with the 1st Law.
- 3rd Law: A robot must protect its own existence as long as such protection does not conflict with the 1st or 2nd Laws.

Understandably, even though the ICP’s intentions were genuinely good at the time, the obvious faults accounted with the laws they were founded on led to a great deal of criticism and comments towards the hypocrisy associated with those founding laws. Critics argued that, even though the ICP was the largest of the parties, it wasn’t the cleanest of them; and this became apparent with second chair ICP member, Walter Haltmon.

Haltmon, a Nigerian-born construct-rights activist and school teacher for almost two decades, debated that if a proper construct-classing system was established, than people specific constructs could be created with a specific degree of rights associated with each class. Top heads of the construct field, such as Thomas Bakely and Mitch Conners, agreed on such a system, and the race to establish a proper class system was on.

At first thought to be a journey destined to take decades, even centuries of research and further technological advancement, Walter Haltmon had completed such a task in as short as a year; on October 2054, the Class Ranking System was accomplished. Yet how Haltmon had done such an incredible task came to an air of scrutiny, and in no time, how Haltmon had done what he did was exposed to the public.

For some time, Threes were the highest technical ‘ranking’ constructs at the time, so now it’s easy to understand why few would even bother to debate rights over such a thing; noone had heard of something like a Class Four before.

That is, noone had heard of a Class Four being public before.

Haltmon, somehow coming to the conclusion that to make a proper class system he had to start from the top and work downwards, had been collaborating with Hi-Dro Tech. (the third largest robotics company at the time) to create an artificial brain that emulated that of a humans in the case of both expansion and anatomical placement. In just two and a half months, they accomplished this; for the other ten, that is where the testing began.

Because the Class Four brain followed along the human brain’s physical orientation of specific functions in specific portions (via an assortment of micro SD-cards), Haltmon could alter or remove, even damage, a specific card to see how the construct behaves; a lot of times this resulted in the construct in question degrading until it could no longer function, and thus had to be disposed of.

Then, it was called progress.

Now, it is called lobotomy.

And this lobotomizing was performed on hundreds of Class Four constructs, with more than three-quarters of them destroyed as a consequence; the few who ‘survived’, were now anything but the Class they once were. It wasn’t until after the Class System was established that this was discovered, and the public response was that of sheer outrage towards Haltmon.

But it was not outrage for the hundreds of near-human minds lost to soulless corporate experimenting and Haltmon’s actions, but instead outrage for which Haltmon had built those near-human minds with.

For you see, Hi-Dro Tech. was one of the ICP’s biggest opponents, for their corporation had partaken in a great deal of actions and events by which the general science community took offense over, such as the creation of the Lightning-Drome, a public spectacle where players had to “kill” as many constructs as possible to score points. For Walter Haltmon, one of the most respected members of the construct-rights community to collaborate with their most hated of enemies, shook the ICP to its’ core.

Eventually a court-case was made against Haltmon and Hi-Dro. Tech, with the ICP being the offensive party. The result was the creation of the Isaac vs. Haltmon Act, which states the following:

- A corporation is forbidden from the deliberate destruction or harm of their constructs, whether it uses or manufactures them, unless they both manufacture and use these constructs on company-owned soil.
- A corporation must not alter or tamper with a constructs’ designated Class Ranking appointed by the TTE, even if said construct is manufactured or used by that corporation.
- A corporation can manufacture and use a specifically-tiered construct with specified programming, as long as said construct ranking is not tampered or altered, even on company-owned soil.

Although the case was cleared and the act passed, Haltmon was disbarred from the ICP, and stripped of his status and respect amongst the construct-rights community. A decade later, he passed amongst relatives of a heart disease.

Even though his actions were condoned by both the ICP and greater science community, Haltmon paved a way for the established rights and advancements of all constructs.

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Re: The Technical Dictionary & Encyclopedia of Freak-World

Post by Muzzleruffels » Fri Aug 22, 2014 12:31 pm

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FREAK-WORLD FILE DATABASE
NAME: Dullahan

HISTORICAL ANALYSIS: Originating from Scottish folklore, the Dullahan are considered to be the Riders of Death, coming on horseback to claim the life of whatever poor soul they are summoned for, or the lives of those unfortunate or foolish enough to get in their way. Clad in armor and carrying their own head under their arms, the headless beings are claimed to be unstoppable, with their only weakness being that of the element gold.

PARK ANALYSIS: The Dullahan are present in two regions of the park: Alchemist Town, and Hellfire City.

DESIGN ANALYSIS: With the exception of a detached head, the Dullahan have a 100% human anatomy. Because of the unique feature of a dismembered, yet fully-functional head, the two bodies are equipped with separate batteries. The two bodies can also behave independently from each other, with the body equipped with non-optical motion sensors for successful interaction with environments; even if this is the case, the head still registers all touch experienced by the body, via a wireless uplink.
The head, due to not needing attachment to a body, is equipped with a realistic neck, making sexual-play with the head alone possible; yet because of this and the additional battery storage, the head is not equipped with a vocalizer module.
All Dullahan models are equipped with the following flaw-flags: Emotional simulation “Fear” towards Gold, minimal power set upon presence of Gold, unit sleep-mode engaged upon direct contact with Gold.

ROSTER ANALYSIS (CORPORATE EYES ONLY)
Number in Activity: 4
Number in Development: 0
Classes Involved: Three(4)

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Muzzleruffels
Posts: 110
Joined: Sun Mar 23, 2014 10:34 pm
Technosexuality: Built
Identification: Human
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A Simple Guide to Decommissioning

Post by Muzzleruffels » Fri Dec 19, 2014 12:46 am

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A Simple Guide to Decommissioning

If you're reading this, then you must be finding a means to retire, or as better known decommission your ill-functioning or corrupted construct. There are a multitude of ways to accomplish this, yet many of them are either unethical, impractical, or a complete waste of potential resources. This handy guide is to teach you the safest, and industry-certified means of decommissioning your old constructs, while saving you both hassle and money!

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!WARNING!
Please give caution when proceeding to either disassemble or decommission any construct, as owner danger is potential when said construct is hazardous in any form or means. Owners located on the Earth & New Mars planet-regions must have a state-issued license to perform decommissioning operations on constructs of a Class Three or higher. Class Five constructs can only be accessible to decommissioning protocols as issued by a court order via state or planetoid laws, as doing so without court approval is chargeable to a $500,000 fine, 10 years in prison, and extended actions depending on state or planetoid laws. All decommissioning activities, and any activities in-conflict with construct rights located on HollowStone, are considered illegal, and violators will be susceptible to state and planetoid laws.

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List of Supplies
*Connection Cables-It's recommended to use those packaged with the original construct; if not, use ones compatible with construct design.
Never: Use worn, outdated or exposed wiring!

*Computer/Tablet- Make sure to use devices that are durable/certified for construct debugging protocols.
Never: Use faulty systems, or those infected with malware, to decommission!

*A Partner(Recommended)- Even though not all constructs require two or more personel to decommission, it is advised to have a buddy around in case something goes wrong. Remember: If said assistant is a construct, make sure their (and the unit to be decommissioned) wireless systems are disabled!

*Certified Decommissioning Software- Although Level 1-3 Constructs have built-in Decomm. protocols, higher levels require an external program for decommissioning to take place. Although any Decomm. program will do, higher quality software is heavily advised.
Warning: It is illegal to own Level 4-5 in communities/regions native to HollowStone space!
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Steps to Decommissioning: Levels 1-3

1)Power the unit down, and wait 10 minutes for all subsystems to shut off
2)Connect the unit to a nearby computer/tablet via the recommended cables
3)Enter the unit's OS, and using the interface, initiate the system's equipped Decomm. protocols; usually labeled as "Hu5KI1.exe"
4)And you're done! You may now repurpose or disassemble the construct accordingly

Steps to Decommissioning: Level 4
1)Repeat Step#1 above
2)Repeat Step#2 above
3)Enter the unit's OS, load the recommended external Decomm. program, and initiate
4)And you're done!

Steps to Decommissioning: Level 5
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Son guys, soon :)

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