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Cake day: June 17th, 2023

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  • A society is only good as it’s incentives. Because there will always be a segment of the population that will only act when incentivized. How they act is determined by what is incentivized and what is not. We’re a society with a long list of really bad incentives. I agree with you that investment always prioritizes profit over ethical concern because we live under capitalism and that is what is expected and incentivized. The sad thing about capitalists is that they often argue against social programs because they think that people will always game the system, and it’s true. But there is a name for those people, and that name is capitalist. When they say things like “capitalism is just human nature” and that it’s natural to compete and try to gain the upper hand in all situations, they tell on themselves. It’s not human nature, it’s their nature, and they project themselves onto everyone else. I don’t think that capitalists will ever truly go away, that’s why we can’t seem to have nice things. Any society we create will have some capitalists in it. Some people are just competitive. And capitalism is a way of keeping score. It’s not true of all people, but it’s true of some. Enough to cause trouble. Any advanced society we may one day have will need a sort of pressure valve for capitalists that will allow them to feel like they’re gaining the upper hand over their fellow man. Without a way to indulge those impulses they will always undermine any collectivist society they find themselves in. They’re just something that needs to be managed. Investment can be innocuous, or it can be evil, it is almost never good. In the rare case that good does come from investment it is short lived because capitalism is corrosive. The intent to win at capitalism will always determine the decisions capitalists make, so over time everything good they create will ultimately turn to shit.


  • I don’t think a bunch of people pitching in to fund a company is in and of itself a bad thing, but there are several considerations that are extensions of that that stray into unethical territory. foremost is the matter of fiduciary responsibility. When a company is publicly traded they have a legal responsibility to put money in the investor’s pockets, and that shapes the behavior of that company in ways that can be very harmful. Intent shapes action, and the imperative to provide profits to investors changes whatever intention that company may have had when it was founded. It means if the company has a choice between fulfilling that imperative or doing something to reduce harm to the world around them they will always make the decision that fulfills the intention. Where if your intention is just to be the best at something, or to provide a service, you would make a different set of decisions. The biggest example that’s particularly central in public consciousness right now is the health industry. Health insurance companies have the ability to ensure that their customers are well taken care of and that healthcare is accessible, but providing healthcare isn’t the point. Providing profit to their shareholders is the point, so in every situation where the profit, and the doing the right thing, conflict they will always choose the former because that’s the whole reason they’re doing it in the first place. Even if the CEO wanted to lead the company in a more ethical direction they couldn’t do so without courting legal action, if the investors believe their decisions aren’t maximizing profits. Multiply this by time and companies gradually become worse, even if they started out great. Enshitification isn’t just for the internet. Often this leads to unethical ends, as in the health insurance example where it causes thousands of deaths each year. A lot of it depends on whether the demand for something is fixed or elastic. Say you wanted to purchase a lot of something as an investment, if that thing is FunCo Pop figurines and you’re hoarding them banking that they’ll increase in value due to scarcity could be sold later at a markup. People can take or leave FunCo Pops, They can choose not to spend their money on your marked up collectibles. Hoarding them would be a dick move, but not necessarily unethical. If the thing you’re buying up is water the landscape changes. People need water, every single person needs water. That demand is not elastic, people have to have it or they literally die. If you hoarded that resource so that you could sell it at a higher price, and that prices some people out of being able to access water, it’s more than unethical. It’s straight up wicked. Your intention isn’t to provide water. It’s to maximise your profits, and thus your decisions will always be guided by those priorities. It’s nuanced. But not very difficult to understand. The world could change for the better, but the profit margins are too slim to make it a worthwhile goal for a savvy capitalist.





  • i noticed that it used the remake cylons when I wanted original recipe cylons so I gave it a more carefully worded prompt and got this:

    Cylon Centurion Medium Construct Hit Dice: 8d10+20 (64 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16 Base Attack/Grapple: +6/+8 Attack: Laser rifle +7 ranged (2d8 fire) or slam +8 melee (1d6+2) Full Attack: Laser rifle +7 ranged (2d8 fire) or slam +8 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., low-light vision Saves: Fort +2, Ref +3, Will +2 Abilities: Str 15, Dex 13, Con -, Int 10, Wis 10, Cha 1 Skills: Listen +8, Spot +8 Feats: Alertness, Point Blank Shot, Precise Shot Environment: Any Organization: Solitary, squad (2-4), or platoon (5-20) Challenge Rating: 4 Treasure: None Alignment: Always lawful evil Advancement: 9-16 HD (Medium); 17-24 HD (Large) Level Adjustment: -

    Cylon centurions are the foot soldiers of the Cylon Empire, a race of robots that seek to exterminate humanity. They are descendants of the original Cylons, a reptilian race that created the first machines and were later overthrown by them. The Cylons have a single red eye that moves back and forth, and a metallic body that resembles a human in shape. They are armed with laser rifles that can fire bursts of energy, and have powerful slams for close combat. They are loyal to the Imperious Leader, the supreme ruler of the Cylons, and follow his orders without question. They are ruthless and efficient killers, but lack creativity and individuality.

    Combat Cylon centurions prefer to attack from a distance with their laser rifles, using cover and tactics to gain an advantage. They rarely engage in melee, unless they are out of ammunition or ordered to do so. They are fearless and will fight to the death, unless they receive a retreat order from a higher authority.

    Construct Traits: A cylon centurion has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but can be repaired. It cannot be raised or resurrected. A cylon centurion has darkvision 60 ft. and low-light vision.

    Laser Rifle (Ex): A cylon centurion’s laser rifle has a range increment of 100 ft. and can fire 20 shots before it needs to be reloaded. Reloading takes a full-round action. A cylon centurion can fire a single shot as a standard action, or a burst of three shots as a full-round action. A burst of three shots deals 6d8 fire damage, but each shot suffers a -2 penalty to hit. A cylon centurion can also use its laser rifle as a melee weapon, dealing 1d6+2 bludgeoning damage, but it provokes an attack of opportunity when doing so.



  • Ok, I had it create an Inkling custom race and then generate a third level rogue using that race and a custom weapon to represent it’s splattershot. I hope this is what you’re talking about. I’m an old. I’ve never heard of an Inkling so I just googled it and came up with this thing from Splatoon. I made it for 5th edition D&D:

    The Inkling Race: Inkling Inklings are humanoid cephalopods that can transform into squids and swim through ink. They are colorful, expressive, and adventurous beings that love to compete in turf wars and other sports.

    Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

    Age. Inklings mature at the same rate as humans, but live slightly longer. They reach adulthood around 18 and can live up to 120 years.

    Alignment. Inklings tend to be chaotic and good, valuing freedom, fun, and friendship. They are rarely evil, but some may be selfish or rebellious.

    Size. Inklings are about the same size and build as humans. Your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

    Inkling Weapon Training. You have proficiency with the hand crossbow, the net, and the whip. You can use these weapons to shoot or spray ink of your color.

    Squid Form. As a bonus action, you can transform into a squid that has a swim speed of 25 feet. You can breathe underwater and move through ink of your color as if it were difficult terrain. You can’t use any weapons or equipment in this form, and you can’t speak or cast spells. You can revert to your humanoid form as a bonus action.

    Ink Resistance. You have resistance to acid damage and immunity to poison damage and the poisoned condition. You also have advantage on saving throws against being blinded, deafened, or restrained by ink.

    Ink Vulnerability. You are vulnerable to fire damage and have disadvantage on saving throws against fire effects. You also have disadvantage on saving throws against being blinded, deafened, or restrained by ink of a different color than yours.

    Languages. You can speak, read, and write Common and Inkling. Inkling is a complex language that combines sounds, gestures, and ink patterns.

    The Inkling Character (A third level rogue):

    Name: Ink Race: Inkling Class: Rogue Level: 3 Background: Urchin Alignment: Chaotic Good Hit Points: 19 + your Constitution modifier Hit Dice: 3d8 Armor Class: 15 (leather armor + Dexterity modifier) Proficiency Bonus: +3 Speed: 30 ft. (walking), 25 ft. (swimming) Darkvision: 60 ft. Languages: Common, Inkling Saving Throws: Dexterity +6, Intelligence +3 Skills: Acrobatics +6, Insight +4, Stealth +9, Thieves’ Tools +6 Tools: Thieves’ tools, disguise kit Equipment: Splattershot (hand crossbow), 20 bolts, shortsword, leather armor, burglar’s pack, ink vial x10, set of dark common clothes, belt pouch with 10 gp Traits: Ink Resistance, Ink Vulnerability, Squid Form, Inkling Weapon Training Sneak Attack: 2d6 Cunning Action: You can take a bonus action on each of your turns in combat to Dash, Disengage, or Hide. Roguish Archetype: Thief Fast Hands: You can use your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work: You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

    Stats for his splattershot weapon:

    Splattershot Simple Ranged Weapon Cost: 50 gp Damage: 1d6 piercing Weight: 3 lb. Properties: Ammunition (range 30/90), loading, special

    Special: When you hit a creature with this weapon, you can choose to deal no damage and instead cover the target with ink of your color. The target is blinded until the end of its next turn, unless it uses an action to wipe off the ink. Alternatively, you can use an action to spray a 10-foot cone of ink from this weapon. Each creature in the cone must succeed on a Dexterity saving throw or be blinded as above. The ink also covers the ground in the cone, creating difficult terrain for creatures that are not Inklings. You can use your squid form to move through the ink as if it were normal terrain. You can carry up to 10 ink vials as ammunition for this weapon. Each ink vial costs 1 gp and weighs 1/2 lb. You can use a bonus action to reload the weapon with an ink vial. You can also use a bonus action to switch the color of the ink, choosing from the following options: black, blue, green, orange, pink, purple, red, or yellow.