I also went back and changed some of this, since I have better fleshed out just what her loadout from before the coma entailed.
Oh? I'll have a look

Motor Group H (Repro_Sys_Sim): No Errors
Chem Generator Group A (Lubricant_Mixer): Error Reported
Chem Generator Group B (Discharge_Mixer): Error Reported
Motor Group M (Nursing_Sys_Sim): No Errors
Chem Generator Group C_1 (Milk_Mix_Left): Error Reported
Chem Generator Group C_2 (Milk_Mix_Right): Error Reported
Motor Group P (Repro_Sys_Alt): Error Reported
This is an interesting level of verisimilitude… like, it… it absolutely makes sense for a gynoid if the goal is indistinguishable biomimicry, but the inclusion in a combat chassis says bad things imo. Like, there's a generous read for sure, but with the way that Katie views Voice's autonomy (with surprise) it's painting the society that produced Katie in a creepy light imo.

Maybe I'm just reading too much into this. If it's hard/impossible to swap bodies then having your artificial soldiers be able to keep their bodies and have a normal civilian life in the same way that any biological soldier would after the end of the conflict then it's potential very noble, admirable even, to include such features at the expense of maximum utility.

Motor Group P: Error Type 404 - Hardware Unit Not Found
Snerk
 
This is an interesting level of verisimilitude…
That wasn't the section I meant to point out, but fair enough ^^;

Maybe I'm just reading too much into this. If it's hard/impossible to swap bodies
Not impossible, (the necks are designed to unlatch, and the heartcrystal core similarly has an access panel in the chest) but still kind of a pain in the ass, not something you can just do on a whim. On top of that, due to their complexity, robot chassis of any type are pretty dang resource/time-intensive to produce.

Like, there's a generous read for sure, but with the way that Katie views Voice's autonomy (with surprise) it's painting the society that produced Katie in a creepy light imo.
Yeah, let's just say that for all that KT can be kinda prickly, it isn't without good reason.

{SubCon}> Activate Secondary Hardware Section C
> Cancel Activate

//…There is no need to bother with unnecessary things.
 
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[x][Priority] Defense (Prioritize protecting Voice and the others, even if it means retreat. They all seem much too squishy for this.)
[x][Armament] Preemptive Scavenging (Disarm one of your attackers immediately and turn their own weapon against them.)
 
Minor Anomaly Detected - Eldritch Sensors. Cause Unidentifiable. No Threat Detected.
This has me concerned.

The memory file names also have me very concerned.

(Low Frequency) Auditory Input - Speech: "Oh. Antiquation, of course. Apologies for forgetting."
I do enjoy the paradoxical impression of these two being peers in a certain sense, while still having a distinct generational gap dynamic.

//Code 43? So not an escort-type at all, despite the chassis. I misjudged.

> Assign (Mystery_Harlot) Additional Designation: Mystery_Secretary
What determines the chassis type?

//No civilian should be permitted such power.
This simply confused me

//Conclusion: I overreacted. VVN is gone, I know this. She may look similar, but she's not the same.
//At least now I understand why she was putting me off so much.
What an unfortunate basis for their dynamic. I hope that we will not treat her like a replacement.

Note: Designed to conceal largest translucent skin section on torso and provide basic modesty, and very little else.)
This is an interesting level of verisimilitude…
Is this necessary? This is taking on a more sexual tone than I had anticipated.

(She is openly staring now. Both hands are laid over her chest. Fans whirring, coolant lines flushed.)
here's the art piece that inspired Voice:
She seems very sweet and pretty. I am deeply afraid for her continued wellbeing.

[X][Priority] Offense (Prioritize going on the attack and ending this fast. Turn the tables before your attackers have time to adjust.)
[X][Armament] Improvise Weapon (Find something suitably useful among the shelves, or assemble something on the fly.)

The best defense is a good offense. Best to draw their attention away from our potential new protectees.
 
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Gonna close votes on Saturday again, just FYI

What determines the chassis type?
That's kinda hard to explain concisely, at least in part because those definitions have shifted between KT's time and now, so that's probably something better dug into in a future update.

This simply confused me
TLDR: Voice's voice, (when it's not hamstrung by being forced into a narrow frequency band below human hearing ranges,) is insanely pretty-sounding. Imagine like, the "pleasant female voice" from sci-fi movies, but then make it sound way less soulless and also kind of musical, and you'd probably be within the right ballpark, at least.

Is this necessary? This is taking on a more sexual tone than I had anticipated.
Ehehehe... ^.^;
This is the part where I admit that this whole quest is a HEAVY retool of a previous concept I'd had, which was significantly more horny. This quest is the result of me trying to focus in on the more interesting aspects of the worldbuilding from that, and pointedly steering it AWAY from the sort of depraved lesbian thirst that the original concept was built around, but for better or worse some of the suggestive elements of that have still kinda survived into this. They'll be getting a very different framing here, though, as @Eater already kinda got into.

I'll also admit that I am kinda considering adding the Mature tag in case any of this does get too prevalent, but at least for now I'm leaving it off as a way to like, disincentivize myself from like, just letting this slide back right away into the level of thirstiness I'm trying to steer away from. I'm not opposed to adding it eventually if the need arises, but at least for now I want to hold off.

What an unfortunate basis for their dynamic. I hope that we will not treat her like a replacement.
Don't worry. The absolute last thing KT would want Voice to be is a repeat of VVN, so she refuses to treat her as one.
 
Ehehehe... ^.^;
This is the part where I admit that this whole quest is a HEAVY retool of a previous concept I'd had, which was significantly more horny. This quest is the result of me trying to focus in on the more interesting aspects of the worldbuilding from that, and pointedly steering it AWAY from the sort of depraved lesbian thirst that the original concept was built around, but for better or worse some of the suggestive elements of that have still kinda survived into this. They'll be getting a very different framing here, though, as @Eater already kinda got into.

I'll also admit that I am kinda considering adding the Mature tag in case any of this does get too prevalent, but at least for now I'm leaving it off as a way to like, disincentivize myself from like, just letting this slide back right away into the level of thirstiness I'm trying to steer away from. I'm not opposed to adding it eventually if the need arises, but at least for now I want to hold off.
Unfortunately, horny writing can make it way harder to create good writing. 😓

I don't think you need to add the Mature tag unless you want to (or think you should) write any outright explicit scenes.
 
Unfortunately, horny writing can make it way harder to create good writing. 😓

I don't think you need to add the Mature tag unless you want to (or think you should) write any outright explicit scenes.
Yeah, that's a big part of the reason for the retool. Not opposed to including horny stuff, but in the original premise, that stuff was the main focus in a way that kinda shut down everything else I could have done with those ideas. ^^; So taking the elements I liked from that but rebuilding the rest from the group up is how we've got this.

Depending on how character dynamics here turn out in the long run, there could be room for explicit scenes to happen naturally, and again I wouldn't be opposed to writing them if it does wind up reaching that point, but even then the goal would be to keep it lowkey and incidental to everything else going on. More importantly, I'd want it to be like, emotionally driven rather than just gratuitous, because that was a big weakness of the original pitch's setup as well. But I'm definitely leaving the Mature tag off until such a point, yeah, since otherwise there may be too much temptation for me to undermine my own intentions and try to lean into that prematurely ><;

For now, though, the current level of suggestive stuff is there mainly for thematic reasons relating to the whole culture shock stuff, and I'm content with leaving it at that level for the time being. Hopefully its presence won't be too offputting to people lol.

Anyway, horny stuff aside, there's also violence to be done! : V So to that end, closing votes now.

Adhoc vote count started by ColdGoldLazarus on Feb 10, 2024 at 7:06 PM, finished with 23 posts and 10 votes.
 
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For now, though, the current level of suggestive stuff is there mainly for thematic reasons relating to the whole culture shock stuff, and I'm content with leaving it at that level for the time being. Hopefully its presence won't be too offputting to people lol.
I suppose if it does serve an actual purpose to the narrative, I can tolerate it. If the quest does take a more overtly sexual direction later on, I may choose to drop out or at least skim past the explicit scenes, but I suppose as you said, that is a bridge to cross when or if we ever reach it.
 
Update's gonna be a little bit delayed this time. Turns out writing a fight scene in this style is particularly tricky, and I also kinda got sidetracked with apartment organization (and then sidetracked from my sidetrack) the other night while writing it, but hoping to have it ready by tonight or tomorrow. ^^;
 
Update's gonna be a little bit delayed this time. Turns out writing a fight scene in this style is particularly tricky, and I also kinda got sidetracked with apartment organization (and then sidetracked from my sidetrack) the other night while writing it, but hoping to have it ready by tonight or tomorrow. ^^;
Hey qm if you have trouble writing pseudo code for this quest I recommend you could try writing you're story in a browser based code editor like Code mirror since those programs usally have a "spell check" function for the more monotonous part of coding (eg brackets).

Just make sure not to save or run the code after you finished writing it up...
 
Hey qm if you have trouble writing pseudo code for this quest I recommend you could try writing you're story in a browser based code editor like Code mirror since those programs usally have a "spell check" function for the more monotonous part of coding (eg brackets).

Just make sure not to save or run the code after you finished writing it up...
Ooh, I'll have to check that out, might be helpful.
Though I should probably clarify; the main issue at present is less with the code stuff, and more with like, how to convey the fight through it in a way that doesn't come off as monotonous. And honestly just not had much chance to look at it since the weekend since other stuff's kept happening this week, so hopefully Saturday or Sunday I can finally wrap it up.
 
Though I should probably clarify; the main issue at present is less with the code stuff, and more with like, how to convey the fight through it in a way that doesn't come off as monotonous. And honestly just not had much chance to look at it since the weekend since other stuff's kept happening this week, so hopefully Saturday or Sunday I can finally wrap it up.

I wouldn't worry about how the fight will turn out since it would be plenty interesting for us so don't be too hard on you're self.
 
Heartcrystals
Sorry again about the delay, but progress is finally being made again, at least.

In the meantime, here's a very preliminary attempt at modeling one of the most vital components of any android: The heartcrystal. On the left is a basic uncolored version; in the center is KT's, on the right is Voice's. Colors are also in need of tweaking, but these are at least in the right neighborhood. Again, still something I want to fiddle with more before calling truly done, but hopefully this sorta makes up for the recent silence, until I can properly finish the update soon ^^;

 
Neat! If it's not a spoiler to say, are these heart as in soul/personality or heart as in power source? Or some eldritch combination thereof?
 
Neat! If it's not a spoiler to say, are these heart as in soul/personality or heart as in power source? Or some eldritch combination thereof?
Both, yeah. The soul thing isn't empirically confirmed in-universe any more than human souls are, but it's the widely-held assumption, and meta-wise I can confirm that it's a correct one. Personality is somewhat influenced by that, but also still just as much to do with like, experiences and thought processes, which is the domain of the neurocrystal CPU drives; I'm going 50/50 on the nature/nurture thing.

Also, fitting word choice on your part there, as with KT in particular, the heartcrystal also pulls a third role as the centerpiece (both metaphorical and literal) to her Eldritch Drive system. (Which is what I was originally modelling these to design it around, before getting distracted with the finer details.)
 
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04: Scavenging//Defensive (Lashing)
Last couple weeks were kinda crazy, with finishing paperwork for food stamps, my birthday happening, building a model-kit, and uhh, other stuff related to said birthday. Still, sorry about letting this slide so long, especially before the craziness. But I am back now, and finally finished the update!

//No weapon, no armor, and my Petals are all out of commission. Wonderful.
//I can just steal something from them for now.

> Dynamic Frequency Scaling: Accelerate CPU Clocking To 200%

> Preliminary Sensory Analysis: Enemy Armament

Collating Results…
Results Collated

Analysis Results - Enemy Armament:
(Mook_1 Armament: Scoped Ballistic Rifle - Unfamiliar Model. Examination suggests semiautomatic firing, intended for moderate to long ranges. No electronic components present - remote sabotage unavailable. About to be fired from the hip - trajectory estimate suggests first shot likely to miss.
Mook_1 Armor: Grey Camo Fatigues, Black Ballistic Vest, Black Ballistic Skirt. Grey Tactical Helmet with Tinted Visor, Black Gas Mask.
Mook_1 Stowed Weapons: Ballistic Double Handgun - Unfamiliar Model. Thermal-Edged Breaching Axe.)

//So many things have changed, but the classic axe is still relevant. That's a relief.

> Resume Analysis Results
(Mook_2 Armament: Scoped Ballistic Rifle - Identical to Mook_1. Being raised into scoped aim - delayed firing, but higher accuracy.
Mook_2 Armor: Identical to Mook_1.
Mook_2 Stowed Weapons: Thermal-Edged Breaching Axe. Electrified Machete.)

//I want that blade.

> Resume Analysis Results
(Mook_3 Armament: Forearm-Mounted Small Ballistic Shield. Two-Hand Shoulder-Slung Pneumatic Battering Ram. No electronic components present - remote sabotage unavailable. Carried at ready for melee use.
Mook_3 Armor: Nearly Identical to Mook_1. Additions: Exterior Support Frame, (Legs & Torso) and Grey Chestplate.
Mook_3 Stowed Weapons: Scoped Ballistic Rifle - Identical to Mook_1. Thermal-Spiked Hand Mace.)

> Assign (Mook_3) Additional Designation: Bruiser_1
> Remove Temporary Designation: Mook_3

//…Dammit, this is going to need to stay a ranged fight. Defensive and retreating… Once I have something to shoot back with, anyway.

> Dynamic Frequency Scaling: Decelerate CPU
> Motor Group (E_1, E_2) Action: Digitigrade Reconfiguration
> Combat Start Time: PX_0299_08_08_0220_01

> Ongoing Passive Sensory Observation - All Lifeforms
(Voice is closing her cloak around herself. Estimated likelihood of protection: Minimal. Labcoat_Nerd and Pushy_Nerd are taking cover behind their desk. Possible_Speedbump is drawing arms: Ballistic Double Handgun - Unfamiliar Model. Mook_1, crouching, fires… misses. Bruiser_1 is standing back on ready standby. Mook_2, crouching, is about to fire this way.)

Digitigrade Reconfiguration Complete

> Motor Group (All) Action: Feint - Dive
> Motor Group (All) Action: High Forward Leap

(Mook_2 fires… misses.)

> Motor Group (A, F_1) Action: Arm Drawback
> Motor Group (G_1) Action: Form Fist
(All enemies appear shocked and off-guard.)

[SubCon]> Motor Group (A, C, D, E_1, E_2) Action: Dampen Landing Shock
> Motor Group (A, F_1, G_1) Action: Punch Mook_1 (Aim: Below Visor, Above Mask)
> Motor Group (F_2, G_2) Action: Grasp Rifle

Warning: Minor Impact Damage Risk - Feet (Ball, Toe)
Warning: Moderate Impact Damage Risk - Left Hand (Knuckle Joints)

> Motor Group (A, F_2) Action: Arm Drawback
(Mook_1 is reeling - weapon procurement successful. Mook_2 is readjusting aim stance - mannerisms hasty. Bruiser_1 is recovering senses, drawing ram back.)

> Motor Group (F_1, G_1) Action: Partial Drawback & Twist - Redirect Momentum Upward
> Motor Group (A, C, D, E_1, E_2) Action: Rising Crouch

(Mook_1 is on the floor, incapacitation estimated as temporary. Bruiser_1 continues drawing back the ram, shifting left leg back to account for the weight. Mook_2 is readjusting aim.)

> Motor Group (A, F_1, G_1) Action: Punch Bruiser_1 (Aim: Chin Underside)

//You're adjusting faster than expected. Might have to adjust in turn.

> Action (Punch Bruiser_1) Adjustment: Accelerate Elbow Flex
> Motor Group (C, E_1) Action: Raise Leg
[SubCon]> Motor Group (A, C, D, E_2) Action: Maintain One-Legged Balance (Temporary)
> Motor Group (E_1) Action: Bend Knee & Alt_Ankle

(Upward punch misses. Bruiser_1 appears mildly startled, pauses briefly. Ram is drawn back in full. Mook_2 is focusing aim.)

> Motor Group (C, E_1) Action: Kickoff Bruiser_1 (Aim: Chestplate Center)
[SubCon]> Motor Group (D) Action: Invert Balance Correction
> Motor Group (A, B) Action: Arch Back
> Motor Group (C, E_2) Action: Kickoff Floor

(Backflip initiated successfully. Mook_2 fires… misses. Bruiser_1 falls backward - balance lost.)

> Motor Group (All) Sequence: (Encumbered Right Arm) Backflip Followthrough I
> Motor Group (F_1) Action: Unlock Shock Absorber
> Motor Group (G_1) Action: Splay Palm Outward

Warning: Moderate Impact Damage Risk - Left Hand (Palm, Wrist Joint)

> Motor Group (F_1) Action: Lock Shock Absorber
> Motor Group (F_1, G_1) Action: Pushoff Floor
> Motor Group (All) Sequence: (Encumbered Right Arm) Backflip Followthrough II

(Mook_2 fires… narrow miss.)

//Persistent.

> Motor Group (All) Sequence: Backflip Landing & Balance Recovery
[SubCon]> Motor Group (A, C, D, E_1, E_2) Action: Dampen Landing Shock

Warning: Minor Impact Damage Risk - Feet (Ball, Toe)

> Refresh Ongoing Passive Perception - All Lifeforms
(Labcoat_Nerd and Pushy_Nerd are behind cover. Possible_Speedbump has drawn arms - pointing handgun at open door, but appears distracted and off-guard, looking this way.)

//Yes yes, I just did that, but get your head in the game or hide already.
//Seriously, do I have to do e v e r y t h i n g around here?

(Bruiser_1 is stumbling back - attempted recovery almost successful, but is still too unbalanced. Mook_2 is readjusting aim. Mook_1 is still down - appears to be recovering. Voice has not moved.)

//On my own, I could clean this up easily enough, but with civvies present and none of my equipment, not without collateral risk. Better play it safe for now.
//…I still need context, if nothing else.

> Motor Group (C, D, E_1, E_2) Sequence: Retreat
> Motor Group (F_2, G_2) Action: Position Rifle
> Motor Group (F_1, G_1) Action: Grip Rifle Handle
> Motor Group (G_1) Action: Pull Trigger (Unaimed)

(Shot misses. Mook_2 is focusing aim. Bruiser_1 is falling back now. Mook_1 is drawing a knee up. Possible_Speedbump is focusing aim.)

//Finally.

> Motor Group (G_1) Action: Pull Trigger (Unaimed)

(Shot misses. Possible_Speedbump fires… hits. Mook_2 flinches, fires… narrow miss. Mook_2 is wounded - right shoulder. Mook_2 glances at wound - appears off-guard.)

//Not bad, I'll give him that.

> Motor Group (G_1) Action: Pull Trigger (Unaimed)

(Shot misses. Bruiser_1 crashes down. Mook_2 is shifting behind cover - doorframe. Mook_2 glances at Bruiser_1. Mook_1 is pulling self upright - Bruiser_1's accidental kick misses.)

//Oh come on!

(Voice is still frozen up. Possible_Speedbump fires… hits. Mook_1 is wounded - left shin. Mook_2 is readjusting aim.)

> Motor Group (F_2, G_2) Action: Release Rifle
> Motor Group (F_2, G_2) Action: Grip Hand (Voice)
> Motor Group (G_1) Action: Pull Trigger (Unaimed, Unsteadied)

(Shot goes wide. Mook_2 is focusing aim. Voice appears startled - returns grip. Mook_1 is drawing arms: Ballistic Double Handgun - Unfamiliar Model. Mook_1 appears stunned.)

//…I know this won't work, but here goes nothing.

> Activate SCARS - SCABS Slot B

The Violet-White Star-Sun… hazy, blurred, distant… my sixth sense. Not sight or sound or… yet if it would… watching the moon from the sea floor… listening for chimes a mile away… straining.

Tendrils, shining of void, stretch forth… seeking conduit, heir, outlet grounding… cannot reach… lashing, retreating.

Warning: Minor %%@[?]%??.? Damage Risk - Eldritch Drive
Warning: Loneliness Overflow Risk
Error Detected: %%#<&>%5 - Unidentifiable

> Dismiss Error

//Dammit, I knew that was a waste of time.

Error Detected: Memory Encoding Partially Compromised
-Causal Error Could Not Be Identified

{SubCon}> Dismiss Error

> Refresh Ongoing Passive Perception - All Lifeforms
(Voice appears confused. All humans appear distressed, recoiling involuntarily. Possible_Speedbump clutches head. Mook_2 fires unaimed… misses.)

//…But not completely useless?

> Motor Group (F_2, G_2) Action: Pull Voice
> Motor Group (All) Action: (Haste) Congregate to Possible_Speedbump

> Motor Group (G_2) Action: Release Grip
> Motor Group (F_2, G_2) Action: Snap Fingers (Aim: Possible_Speedbump - Face)

(Possible_Speedbump recovers awareness. Voice appears dizzy.)

{SubCon}> Motor Group (F_2, G_2) Action: Grip Hand (Voice)
{SubCon}> Motor Group (D, F_2) Action: Balance Support

> Vocal Module: Set Frequency Range: Reset To Default
> Vocal Module: Speech - "Quick, while they recover."

> Engage Action
[-] Fortify
("We can take better cover and be ready, make them come to us.")
[-] Retreat ("You grab the other two, I'll move that cart, and we can just leave.")

> Check System Status

Current System Status: Mostly Optimal, Vulnerable
(No significant damage detected. Mild damage risk detected - Feet, Eldritch Drive. Moderate damage risk detected - Left Hand. Mild overheating detected. 6 Error Reports Muted & Archived. 2 QuickRefresh forced since last hibernation. System uptime since last boot: ~40 Minutes. All systems functioning with surplus capacity.

Default Attachments missing. Weaponry missing - Alternate weapon obtained. Armor missing. Clothing recovered.)

Power Supply: Holding Steady - 100%
CPU Clocking Rate: 100% (1/5th Current Potential Maximum)
CPU Use: ~011%
Emotional Status: Strongly Focused
Present Activity: In Combat
Date & Time: PX_0299_08_08_0222
Location: Unknown
 
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[x] Retreat ("You grab the other two, I'll move that cart, and we can just leave.")
 
Update in summary:
KT: Humiliates enemies at short range, whiffs every shot at long range, tries to activate special powers, special power malfunctions and accidentally flashbangs everyone with a "vision" of an eldritch stellar entity, engages in shameless handholding, refuses to elaborate, possibly leaves
: V
 
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