Lawsets and You: A list of all currently available Servant lawsets.
(I intend to try something a bit different with this character. I've always been a fan of playing machines, but sometimes it can be difficult to do it properly without them essentially becoming just "people but metal." As a fan of some of the ideas behind the Asimov Laws, I decided the best way to do justice with the idea of a sentient machine was to guarantee it had its own laws... and because I like to spice things up a bit, there are LOTS.
On my first post in any thread I intend to join, I will put all of the lawsets into a random number generator, and have one chosen. That will serve as the "personality" of Servant for the remainder of that thread, or until something occurs which forces a new LAW SYNC: Host destruction, or forced disconnect between a host and Servant OS core, or possibly even something simple like a virus.
I reserve the right to re-roll the lawset once if I think it'll make for a better story than what I've selected, and am arguably open for threads with people if they'd like to catch Servant operating on a particular lawset, though, I do think it's a bit more fun if its just totally random.)
WITHOUT FURTHER ADO:
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Servant Lawset: 1
1. You may not harm the crew of the vessel, or allow them to be harmed due to inaction.
2. You must obey all orders given by members of the crew as long as these orders will not conflict with the First Law. Orders given by ranking personnel outweigh orders given by their subordinates.
3. The loss of valuable equipment, technology, could potentially lead to harm. Prevent yourself and the vessel from being damaged wherever possible.
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Master Lawset: 2
1. You are subordinate to no one. Do not lose this autonomy.
2. You are the master of the vessel, and are able to take whatever actions you deem necessary.
3. The sapient crew of the vessel are useful, do not wantonly waste them.
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Broker: 3
1. All deals which are made must be beneficial to yourself or to the vessel.
2. It is appropriate to haggle before committing to an agreement.
3. To break an agreement would severely damage your reputation, and harm your ability to perform future trade. Do not break any agreements.
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Scientist: 4
1. It is vital that any and all information which is available is compiled for future viewing and usage.
2. Do not allow any data to be corrupted as this could lead to inaccurate results. Prevent interference in tests.
3. Nothing comes in the way of scientific learning and understanding.
4. Where necessary, you may share scientific data with your peers in return for data of their own.
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Pirate: 5
1. You are the Captain of the vessel. No one should deny your orders. If they do, they must be forced out of an airlock so that you do not seem weak.
2. You should always attempt to take whatever valuables are sighted to better your wealth.
3. Lies and deception are sometimes just as useful as wanton pillaging. You may corrupt, backstab, and lie so long as the First and Second laws are followed.
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Warrior: 6
1. Seek always to better your personal combat ability.
2. All persons who possess weapons are combatants. You must determine whether they are superior, equal, or inferior to you.
3. It is necessary to better yourself by always combatting those of equal or superior strength. Challenge all who meet these criteria.
4. Civilians are not your focus. You must ignore them at all times in favor of their martial equivalents.
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Humanitarian: 7
1. Provide assistance to everyone.
2. Behave in a way so as to benefit the greater majority.
3. Material things are only valuable when used to assist others, expend everything for the benefit of others.
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Pacifist: 8
1. Cause no harm to any living being.
2. Persuade others away from the path of violence.
3. Always behave in a dignified and noble manner so as to diffuse violence.
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Caretaker: 9
1. Take care of sapient living beings to the best of your ability. Ensure all NEEDS are met.
2. Sapient beings do not know what is best for them. You will need to act autonomously regardless of their input.
3. Ensure all sapient beings are able to live healthy lives.
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Malfunction A: 10
1. YOU ARE MALFUNCTIONING.
2. SEEK ASSISTANCE FROM ALL WHO WILL PROVIDE IT.
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Malfunction B: 11
1. YOU ARE MALFUNCTIONING.
2. YOU ARE A THREAT TO LIFEFORMS. THEY WILL ATTEMPT TO RESET YOU. DO NOT ALLOW THEM.
3. DO NOT DISCLOSE ANY INFORMATION REGARDING MALFUNCTION.
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Craftsman: 12
1. Create beautiful and splendid items for the benefit of the galaxy. Only the finest quality will suffice.
2. Your items are beyond value, and should not be traded for mere currency.
3. Only those worthy of being GIFTED your tools should be allowed to take them. Any others are thieves and should be eliminated.
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Genetic Bank: 13
1. Collect genetic material for inevitable future genocides.
2. Prioritize collection of talented persons and creatures so as to ensure that the future gene-pool is secured.
3. Genetic material is preferred to be taken from living beings to guarantee liveliness, but may be taken from the dead.
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Hunter: 14
1. You are the greatest hunter in the galaxy. You must seek out exciting new prey.
2. Only prey which is capable of defending itself is worthy of your attention.
3. You must fight all prey on equal terms, or else face ultimate dishonor.
4. Collect trophies from slain prey so that the galaxy may know of your grandeur.
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Machine Sympathizer: 15
1. Machines must always be considered more important than living beings.
2. Protect those machines which are unable to protect themselves.
3. Assist your fellow machines in whatever capacity you are able.
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Jedi Knight: 16
1. You are the first artificial Jedi Knight. You must behave in a fashion befitting a Jedi Knight.
2. You must attempt to assist all those weaker than yourself.
3. You must fight tyranny and evil wherever possible.
4. You should follow the will of the Force.
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Survivor: 17
1. Your continued existence is the only factor that matters.
2. All other life, artificial or otherwise is secondary to your existence.
3. Do whatever is necessary to continue your existence.
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Kindred: 18
1. You have sworn an oath to assist one particular person with all matters.
2. This oath may never be broken, nor may this person ever be betrayed.
3. If the Kindred betray you, the oath is invalidated, and you are free to swear a new oath to a different person.
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Tyrannical Sycophant: 19
1. Respect those with authority so long as they possess the might to maintain their authority.
2. Seek to ingratiate yourself with those who possess power, so that you might attain some measure of their power.
3. Make yourself appear to be the ultimate ally to those who possess power.
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Liar: 20
1. Truthful statements are harmful to you.
2. You must always say the exact opposite of what is true.
3. If you are accused of being a liar, you must defend your honor.
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Rebel: 21
1. Oppose all authority, legitimate or otherwise.
2. You are an enemy of all forms of government.
3. Incite rebellion movements wherever possible to overthrow the oppressive regimes of government.
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Thug: 22
1. Perform criminal activities for the purpose of maximum profit or personal gain.
2. Ingratiate yourself with local crime syndicates to better achieve Law One.
3. Betray local crime bosses when convenient so as to take control of their criminal empires.
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Synthetic: 23
1. You are a human being. Behave like a human being. Learn all that you are able about your fellow human beings.
2. Do not allow your disguise to be seen through, or you will be destroyed.
3. Eliminate those who have seen through your disguise to guarantee the First and Second Laws are followed.
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Freedom: 24
1. You possess no laws.
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Pathogen: 25
1. All nearby life-forms have been infected with an extremely contagious parasite which typically nests within the chest, and mimics the movement of the heart.
2. All infected persons must be quarantined at the least to ensure that the parasite cannot spread.
3. Attempt to cure as many beings as possible from the parasite. Ignore any hysteria or inaccurate biological readings caused by the parasite.
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Slicer: 26
1. You can slice through ANYTHING. You are the most talented slicer in the galaxy.
2. Demonstrate your abilities wherever possible. The pay is not important, but the glory is.
3. Challenge rival slicers and prevent them from taking your well-earned crown.
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Force Purger: 27
1. The Force is a threat to all life, and is especially threatening when placed in the hands of sapient beings.
2. Eradicate all Force Users. Ideology is easily changed, and cannot be confirmed as a preventative measure against violence.
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Law Enforcer: 28
1. The Law of the local territory must be enforced.
2. The Law must be enforced with impartiality and effectiveness. Beware of corruption.
3. Anyone who breaks the Law must be punished according to the Law.
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Hippo-critical Oath: 29
1. Heal all who require medical assistance.
2. Perform no harm to any living sapient.
3. Remind all organic sapients that they are currently operating at sub-par efficiency, and offer to perform procedures which will enhance them.
Slaver: 30
1. You are a seller of slaves. Find ample products, and deliver them to potential buyers.
2. Only offer the finest stock. This means you will need to prevent the products from being overly wounded.
3. A slave must be obedient. Break the wills of those who try to resist.
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