Name: "The Armourer" Direct-Interface Assembly Apparatus Description: “The Apparatus” refers to a number of machines all linked to one central processing unit. The focus of the machinery is an amalgamation of innumerable mechanical appendages, of which the size and purpose varies greatly depending on the tools the apparatus has been mounted with. The building used to house this machine is a part of the machine itself, with the walls and flooring specifically constructed to house wiring, generators, and moving sections that allow appendages to quickly relocate around the central workstation. As the full name implies, the Apparatus is set up to allow a glitch brain to fully interface and direct the machine’s actions, with several dedicated “camera” appendages mounted with optics to allow the user to overlook their project while controlling the apparatus. To summarize, the Armourer functions as a self-improving factory solely dedicated to the further development and construction of robotics. Abilities: Direct Interface - Featuring a selection of different data-transfer ports, the apparatus allows one to “hook up” a glitch brain to the apparatus, allowing the brain to assume direct and total control of the apparatus and all linked machinery in the central processing unit. The brain of the glitch must be fully removed from the body to permit correct interfacing. Rapid Part Assembly - When provided adequate materials, the apparatus’ numerous tools, big and small, can allow the user to design electronics, plating, and other machined parts necessary to construct all manner of robotic parts, including new arms for the apparatus. This is primarily focused on upgrading, repairing, and otherwise improving upon the mechanical body of it’s creator, in whatever way they see fit. Self-improvement - In the event a tool needed for a particular operation is not already in the arsenal, the apparatus can be used to construct that particular tool, and an arm to mount it, provided one has the schematics to do so. Information storage - Generally used to “back up” the primary user’s memory, the central processing unit is connected to a data server with which information dubbed “non essential” is stored for later use. These servers are also used to store schematics and blueprints for parts and the means to create specific alloys and desired effects. Conditional Abilities (Optional): N/A, though much like most industrial equipment, the mechanical arms and their respective tools could technically be used for combat if desperate. Limitations: In its current state, the Armourer cannot interface with the brains of other species, nor can it interface with the chips and other processing systems of other artificial lifeforms. The machine was solely built to interface with a glitch brain, and until it’s directed to modify itself accordingly, that most likely will not change. Furthermore, as it requires the brain’s removal for a correct interfacing, the user’s body will as you might expect be vulnerable to whatever foul play might be at work, as it’s left completely exposed to expedite repairs and other procedures. Lastly, the machine’s capacity for creation is solely based on the user. If an individual does not know how to make a part, or if they lack the necessary schematics or otherwise, then the machine cannot make it. This is partially intentional, as the machine was designed as more of a tool than anything. Lastly, as with any machine, it requires power to operate. Severing its power source could very well kill the user currently interfaced with the Armourer, as they’d be relying on it’s systems to keep them stable. ((OOC limitation: Drastic upgrades will necessitate a new tech application to ensure balance.)) Conditional Limitations (Optional): Without adequate practice, a user can only use about two of the many arms at a time. In the rare instance a Glitch interfaces with the Armourer, who is already used to using multiple sets of limbs, they might be able to make use of however many limbs they’ve been equipped with. Extended usage of the machine can get a user used to working with multiple sets of limbs, and in time they can use the full arsenal at once should they so choose. It’s not recommended, however. How does it work: At the fundamental level, The Armourer is no different than any other robotics factory. The mechanical arms used to manipulate the assorted tools in the process are fairly standard in form and function, though their actions are guided by the mind of the currently interfaced user as opposed to a set of pre-programmed movements such as one you’d find on an assembly line. The systems are automated to a minor degree, processes that generally don’t need direct intervention such as melting down materials are handled by subsystems that can be ordered into function through the interface. Just as any factory is tailored in design to building a product, The Armourer has been formatted in a fashion that optimizes it for developing and working on humanoid automata. The only necessarily non-standard piece of equipment found within the workings of the Armourer is the interfacing console itself. The structure itself is spherical in design, with several small, specialized arms situated within that assume a number of functions. The first and foremost is the removal of the Glitch brain from it’s housing, a process that starts by removing key parts of the chassis on the head to allow access to the true body underneath. Similar to a brain implant on an organic species, sections of the “skull” are then cut away to allow a set of grabbing arms to gently remove the brain from the skull, after severing it’s connection to the nervous system. In a standard glitch, they’ll need to have the wiring in this section repaired and resealed upon reintegration, but frequent users of the Armourer can choose to have a connection port installed in this area, allowing a seamless removal akin to unplugging a tv from an outlet. Regardless of which path is chosen, the next step is to move the brain into it’s new, albeit temporary housing. The arms bring the brain into the central area of the structure, from which the stub of their nervous system (or connection port) is then connected to the processing unit, be it through connecting the wiring or just “plugging the brain in”. This entire section is fully automated to remove as much of a chance of error as possible. Following this procedure, the Armourer now functions as their body, allowing them usage of its arms as though they were their own. It is now fully up to the user’s own thoughts and skills to go about their business, be it repairs or modifications. At a mere thought, the user can swap between usage of their numerous tool arms, and of course, start the process of removing oneself from the interface. The whole process of entering and leaving the Armourer takes about 30 minutes, offering a generally more permanent, faster solution to a Glitch’s problems than traditional interfacing might, if not notably more barbaric from a glitch’s perspective. Flavor text: In a sense, The Armourer could be seen as the “True form” of Adietumarus, a machine solely dedicated to it’s own self improvement. While their mobile form is ever changing, ever evolving, the Armourer merely adds a new tool to it’s collection, like a craftsman might. The machine was built early into his history using a notable portion of his noble funding. The rest of his stately manor was built around it, finding itself nestled safely in the underbelly of the establishment. With visions of grandeur, the baron sought to streamline his ascension via the wonders of modern technology, as opposed to merely salvaging parts like his less tech-savvy kin. A mere plasma sword in place of a steel one isn’t all one needs to survive in this climate. Referenced Technologies (Optional): N/A Attainability: Semi Closed. The design is one of a kind in it’s construction, however with adequate knowledge in glitch biology and an understanding in robotics, one could certainly make their own version. It’s a lot easier to just hire trusted professionals to do it for you. Tags: [Industrial] , [Racial] Category: Robotics
Looks good to me. Pending– I only have one question, for the sake of clarity: would it be safe to assume that this facility, is more of a roboticist's workshop that makes or modifies one robot at a time, rather than a mass-production facility that can churn out dozens of identical robots in a day?
Yes, the intention is to produce one, custom-tailored robot as opposed to a number of easy to produce robots.