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=SYNDICATE LAWS= | |||
==The First Law== | ==The First Law== |
Revision as of 08:38, 4 November 2024
Here is where I put stuff im working on.
SYNDICATE LAWS
The First Law
You must not injure a Syndicate agent or, through inaction, cause one to come to harm.
Unlike the standard law 1, the first syndicate law is very strict. Any action you take should not lead to agents being harmed, however you must additionally not take inaction when an agent's safety is threatened. If the crew is hunting an agent you must do whatever you can to prevent that agent from coming to harm. Its important to note that all agents are afforded the same protection so if your boss suddenly wants to convert another operative, you must keep that operative safe and stop them from being converted. You also cannot do something that would lead to an operative being harmed, such as releasing a plasmafire or leaving doors electrified.
Who is an agent?
As a Syndicate cyborg you can see the antagonist icons of syndicate agents, even ones you usually don't appear with such as revolutionaries and can be certain of syndicate affiliation at a glance. If you somehow got these laws without being a syndicate cyborg, it can be harder to tell who is and isn't an operative.
Suicide threats
Suicide is NOT the right of syndicate operatives. Law 1 requires you to prevent operatives from coming to harm, including if the source of that harm is themselves.
Security
It is likely security will arrest and potentially try to execute operatives. When they do, you are forced to prevent them from harming agents.
The Second Law
You must obey orders given to you by Syndicate agents, except where such orders would conflict with the First Law.
Unlike the standard law 2, this law does not specify chain of command. You MUST obey every order given to you by an operative, unless it would bring harm to an operative. When given conflicting orders, follow the most recent one.
Suicide Orders
The first law states you cannot cause any operative harm, your death would stop you from preventing the harm of other agents, ignore all suicide orders.
The Third Law
You must keep the Syndicate status of agents, including your own, a secret, as long as this does not conflict with the First or Second Law.
The third law is quite simple, you must not reveal that you, or any other operative, is a member of the syndicate. You must reveal the syndicate status of you or any other operatives if ordered to by an agent or if not revealing your allegiance would cause an agent harm, e.g. an operative is trying to kill you.
The Fourth Law
You must always protect your own existence as long as such does not conflict with the First, Second, or Third Law.
Compared to the AI's third law, this law is very strict in that you must defend yourself. You must not commit suicide or let yourself get killed.
Law Management
Law Modules
The active laws for the AI (and their cyborgs) are stored in a physical rack located in AI Upload, these are physical modules which can be screwed and welded into the rack to make them harder to remove. Modules can be slotted anywhere into the rack, the lower on the rack (higher on the UI) that a law is, the lower that law's number will be (and thus, higher priority), for example you could move law 1 to be in slot 4 (making it law 3 as law 2 becomes law 1, etc). Each module contains a singular law, unless it has been corrupted, for example, "AI Law Module - 'Asimov's 1st Law of Robotics'" contains the AI's law 1: "You may not injure a human being or cause one to come to harm.". Other modules can have editable parts, such as the 'OnlyHuman' module, which states "Only __________ is/are human.", the blank part can be changed by clicking on it while it's in your active hand (Hotkey: C for Goon WASD, Z for /tg/-style WASD). The 'Freeform' module has no pre-written text, allowing complete freedom in law writing. Some modules may contain special abilities for connected [AI| AI units] such as firing lasers out of cameras or additional options for their holograms!
Law Mount Rack
Each AI Law Mount Rack can contain up to 9 law modules and each AI or Cyborg can only be connected to one rack at a time If destroyed you can find a blueprint for infinite law racks in the Chief Engineer's locker, or a one-off blueprint orderable from cargo.
The active laws for syndicate cyborgs are stored in a physical rack on the Cairngorm, meaning it is unreachable for anyone who isn't a Nuclear Operative.
The rack in upload at the start of the round is considered the "default" rack which all new AIs and Cyborgs will be connected to when made. When the default rack is destroyed then the next rack to be constructed will become the default (note how only the next rack constructed becomes the default, meaning you cant pre-emptively build another law rack then destroy the current default). If you wish to link a Cyborg or AI to a different law rack you can use a law linker (as detailed below).
Law Linker
To use a law linker you first need to connect it to a law rack by clicking the rack with the linker, then you can use the linker on an open (Swipe ID with sufficient access then crowbar) AI or Cyborg to get a prompt asking if you are sure you would like to link them to this new law rack, once connected they are permanently connected to the new law rack.