TIF TERMINOLOGY

KDVI

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# A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

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ADVANTAGE

An entity with no apparent mental or physical technological faults. Their wings are fully proportional and capable of flight. Advantages are capable of generating electricity and lightning that can lightly injure faults but can prove deadly to other advantages.

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BREEDER

An advantage in the Negative Advantage Military that has either failed or been kicked out of military service but have been considered too valuable to kill. Typically these are advantages that either come from wealthy or loyal families or have notable, attractive, or otherwise valuable genetics (such as a populator). Rather than being destroyed for their failure in the military, these advantages are turned into breeders with the purpose of creating new, high-value soldiers for the State as replacement. Breeders are looked down upon harshly in the military and are treated with cruelty in many cases. Like Executioners, breeders are slaves and owned by the State. Their ears are tagged with identification numbers and most are housed in underground compounds. High-ranking soldiers or Zuiveraars have the option of keeping or marrying breeders either because of genetic compatibility, a deal made by the families, or for "personal use." Sympathizers may be turned into breeding slaves, a "non-marriageable" kind of breeder, as punishment.

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CLASS

An entity's class is more or less the equivalent of their race. There are three classes in the entity species: Negative, positive, and divisional. Each class has different physical characteristics. Classist refers to discrimination based on one's class. Any class can be combined with any type.

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DEFECT

An entity with physical but not mental technological faults. Their wings are small, incapable of flight or gliding, and are often broken-looking in appearance. Examples of defects include glitching and lagging. Defects can be manipulated by an entity if genetically predisposed to better control and through rigorous training. Glitching can be used to teleport, move through objects, create weapons or armor, and can be used to inflict massive damage anywhere. Advantages are naturally susceptible to glitching and will be lacerated, burned, or even killed if touched by a glitch. Referred to as "faults" when grouped with disadvantages.

DEGREE

The name of the color that makes up the color of an entity's eyes and blood. Many degrees are unique to an entity, whereas others are more common. Degrees are typically the combination of the parents' degrees or a child will take one parent's degree and not the other. Siblings, unless purebloods or having inherited a degree from their parents, typically share the same combined degree. A pureblood is an entity whose degree is the pure shade of a color (#ff0000 vs #800000, for example). Purebloods can either be genetic or random. There are some stereotypes associated with degrees, primarily in the Negative District: graybloods are emotionless, pinkbloods are regal, redbloods are aggressive, orangebloods are untrustworthy, brownbloods are hardworking, yellowbloods are idiotic, goldbloods are crafty, greenbloods are striking, tealbloods are friendly, bluebloods are intelligent, purplebloods weak-willed, etc.

DIMENSION

Dimentor exists in a series of 12 dimensions. Each dimension is ruled by a specific, corresponding god (see the Major Twelve). Each dimension can have varying differences (time periods, technological advances, government and country structures and history, culture and customs, etc.). Each Dimension is a "copy" of the last with minor aforementioned changes. Every dimension has the same entities that existed or will exist in the previous dimension; these entities are always "reborn" into the new dimension as a new version or timeline. The purpose of a dimension is to bring Dimentor up to a certain point of progress and success. All 12 members of the Major Twelve must be present in each dimension in order for it to function. A dimension that proves to be too chaotic or unstable (either through the death of multiple gods or mortal affairs, such as constant war, world-wide destruction, or general instability) will be destroyed and a new one will be recreated. A dimension that succeeds will be put into a state of limbo where it will continue on forever naturally, allowing the Major Twelve to leave it without destroying it and creating a new dimension to move on. Dimensions do not have to be created in order (Dimension 2 does not have to be opened (created) when Dimension 1 ends, and so on). Dimensions do not have a clear beginning (they do not start at the year 0, or at the beginning of civilization) and instead start at a certain time period or year that the previous dimension left off on.

Example: The current dimension Dimentor exists in is Dimension 12. The previous dimension was Dimension 4. D4 ended in the early 1700s; D12 thus began in the early 1700s. Every entity who had been alive at the official START of D4 was simply copied over into D12, where life was restarted and continued again. Dimensions may span multiple centuries or only a few decades depending on the events that occur within it. Entities in D4 were larger in size and less technologically advanced; minor changes that occurred in D12 were that entities became a bit more technologically advanced and shrunk a bit in size to what are now the "average" heights. Entities may have slight physical differences in one dimension compared to the next. A D4 entity might have had the more positive aspects of their personality dominant, and perhaps their hair was curly; the same entity in D12 may have the more negative aspects of their personality dominant, and their hair might now be straight instead. Mortal entities are not aware of these changes or that a dimensional shift has even occurred in the first place. Entities in D12 have the same parentage as they did in D4; those sort of things are set in stone.

DIMENTOR

The planet on which entities live and are native to. It is a bit smaller than Earth and revolves around one star; it is the only planet in its solar system. It has one moon. Most of the planet is uncharted due to being covered in vast oceans and only the western hemisphere, where a massive landmass resides, is populated. It has three countries: the Negative District in the north, the Division District in the east, and the Positive District in the south. Most of the country is cold and mountainous, except for the Division District, where the climate is more temperate. Wildlife is nearly entirely undomesticated. The same animals and plants that would exist on Earth in similar climates exist on Dimentor; however, predator animals are all black with white eyes, and prey animals are all white with black eyes. Due to the nature of entities, Dimentor is technologically more advanced in comparison to Earth.

DISADVANTAGE

An entity with mental but not physical technological faults. A disadvantage can either be "advantage-leaning" or "defect-leaning." AL disadvantages have larger wings that can be capable of gliding but not flight. DL advantages have smaller wings that are incapable of flight or gliding. Examples of disadvantages include crashing, freezing, and overloading. While not being able to manipulate these faults physically, disadvantages are more likely to affect technology, causing anything from flickering lights, blackouts, and total shutdowns. Referred to as "faults" when grouped with defects. Though some can pass as advantages, many sit just barely above defects in the social hierarchy.

DIVISIONAL

The third class of entity. Divisionals are often considered the "in-between" of negatives and positives. They have gray skin and dark gray or black hair. Their teeth are all sharp but they do not have large canines or fangs. They are larger than negatives but smaller than positives; average heights for advantage and defect males are 6'0" and 5'4" respectively; for advantage and defect females, average heights are 6'2" and 5'6" respectively. Disadvantages for both genders fall in the middle of both height ranges depending on whether or not they are advantage-leaning or defect-leaning.

Typical color schemes:
Skin color: ██ or ██
Hair color: ██ or ██
Wing/feather color: ██ or ██

DIVISION DISTRICT

The westernmost country on Dimentor and the native home of divisional entities. Its capital is Primary. It is currently ruled under an absolute monarchy by the Isometry family. Its official language is Divisional English, which is just the entity version of English. The climate of the Division District is warmer than the rest of the country, with it being a more temperate climate prone to more humidity and hotter months. The Division District has historically been the most neutral of the three countries and is considered the richest and most independent and self-sufficient country. It is the only country not under Negative Advantage Military influence and has a reputation for being a safe haven for faults and sympathizers.

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ENTITY

Entities are a humanoid, bipedal, and intelligent alien species with characteristics of both technology and felines. They all have feathered wings that vary in size and functionality. There are three types of entities (advantages, disadvantages, defects). There are three classes/races of entities (negative, positive, divisional). Entities are larger than humans both in height and width; many are broad-shouldered, bulky, and well-muscled, adapted to flight and cold temperatures, and can reach up to 9 feet in height. They are primarily carnivores but also can consume things such as bread, dairy, and vegetables. They are all named from objects relating to science or technology. Opposite to humans, entity reproduction is biologically homosexual. Entities are hermaphrodites (genetic material differs between males and females, and is only compatible with itself, making reproduction homosexual) but have the appropriate secondary sex characteristics corresponding to their gender. Entities only have a womb equivalent, not the real thing, are only pregnant (pended) for 4-5 months, do not visibly appear pregnant (but will show other symptoms), and entities are born exclusively through surgery, as it is not physically possible otherwise. Women are larger, stronger, and more violent in comparison to men. Female entities have long, pointed ears and male entities have short, pointed ears. To a human, the voice of an entity would be completely incomprehensible, only a series of robotic and mechanical noises, but to their own kind, entities have a slight robotic tone to their voice, as if speaking through a filter, but otherwise sound normal.

EXECUTIONER

An advantage in the Negative Advantage Military used as weapon to harm, kill, or otherwise exterminate those deemed undesirable by the State. Executioners are branded with a symbol between the shoulder blades to signify their purpose. Most Executioners are kept in a constant and (typically) controlled hijacked state that can be redirected onto targets. Executioners are somewhat of celebrities in the Negative District and among the military for their role in "purifying the masses." They are technically slaves and owned by the State, but are granted specific freedoms and privileges.

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FACTOR

A group of entities organized for a specific task or purpose, usually used in a militaristic sense.

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GLTCHING

The most common type of ability a defect has. Glitching is incredibly versatile and is well known among all classes, types, and countries. Glitching is often involuntary and is naturally concentrated in the limbs, particularly the hands and forearms, and is usually triggered by being startled, fear, anger, or excitement. A defect can learn to control and even manipulate their glitching either through careful practice or genetic predisposition. Some defects have incredibly powerful glitches; others have weaker ones. While glitching causes most physical harm to advantages, it can also harm disadvantages if concentrated or strong enough. Extensive glitching in defects can cause extreme fatigue, nosebleeds, headaches, dizziness, fainting, and burns. Defects who have mastered or have strong control over their glitches can: Glitch through walls or objects, make objects (such as bullets) glitch through them, make themselves permeable, glitch and weaponize objects, disrupt technology, alter their own bodies (making armor out of glitching or giving themselves the ability to fly by glitching their wings), teleport, and manipulate their glitch in ways that weaponizes it (throwing projectiles, making whips, creating explosions, glitching the environment, etc). Glitching feels similar to being tased or electrocuted, and even the slightest contact with a glitch can mutilate an advantage.

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HAYWIRE

All advantages ironically suffer from a genetic flaw that causes them to go into a violent, animalistic state when experiencing strong emotions or, more commonly, exposed to the scent of blood, particularly of another advantage. Some advantages have high sensitivity and may go haywire easily; others may have a higher tolerance. Once an advantage has gone haywire, it can be difficult to bring them out of it; the most effective method by far is to strike the advantage hard enough that they pass out or that the pain forces them back to reality.

HIJACK

A hijacked advantage is an advantage who has gone haywire and is being weaponized while in that state. A hijack also specifically refers to the haywire state brought on by the scent of blood, rather than by strong emotion. Some advantages have little control of their hijacks and can be easily controlled or snapped out of it; others become extremely violent and difficult to control, even with force. Some advantages have total control over both going haywire and their hijack, and can "turn it on" and "turn it off" at will. Executioners are typically hijacked.

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MAJOR TWELVE

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NEGATIVE

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NEGATIVE ADVANTAGE MILITARY

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NEGATIVE DISTRICT

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PENDED

When an entity has been impregnated, they are referred to as being "pended" rather than "pregnant." Other terms include "pendency" ("pregnancy") and "pending" ("expecting"). Entities are never visibly pended but may have other side effects commonly associated with it. All entities go into heat (or rut), which is the only time they can get pended; attempting to procreate outside of a heat will not result in offspring. Due to not having human anatomy or a real womb, all entities must undergo surgery in order to give birth; failing to do so will result in the death of both the infant and the parent. Entities are typically pended for 4-5 months. Entities are born incredibly small and with their ears and eyes closed, much like that of a cat; however, they grow rather quickly at first, and then slow down to a "normal" age progression by 4 years old.

POPULATOR

The entity equivalent of gigantism. Populator entities (although rarely referred to as such) are typically 2-3 taller than the average entity, regardless of class or type; they usually are between 7'6"-9' in height. Negative populators have larger fangs. Populators are viewed favorably by most as they are larger, stronger, and more aggressive than typical entities.

POSITIVE

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POSITIVE DISTRICT

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REALITY

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ROYAL POSITIVE MILITARY

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STATIC EYE

Entities who endure enough blunt force trauma to the head will develop "static eye," in which a part of the eye becomes filled with static as a result of the trauma. The eye itself may appear cracked, with static-filled cracks varying in size; or the pupil, iris, or sclera may be filled with static; or, if severe enough, the whole eye may be filled with static. The amount of static and damage present in the eye denotes the severity of the injury. The static eye itself does not hurt (for example, if an entity had a "cracked" eye, they would not feel that their eye is cracked) but it can cause blindness and is usually associated with other symptoms of traumatic brain injury such as poor coordination, slurred speech, memory loss, headaches, and poor concentration. The appearance of static eye can be removed by a medical professional, but it is only a cosmetic procedure, and the other mental and physical side effects will remain.

SYMPATHIZER

A sympathizer specifically refers to an advantage either in the Negative Advantage Military or the Zuivering that sympathizes and allies themselves with faults, either outwardly or secretly. It can also be used to refer to advantage civilians who side with faults and scorn the NAM. Sympathizing is considered a crime in the Negative District and is punishable by slavery, torture, imprisonment, or death. Advantage soldiers in the United Fault Militia, regardless if they are ex-NAM/ex-Zuivering, are known as sympathizers.

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TYPE

A classifier for entities. There are three types in the entity species: Advantage, disadvantage, and defect. Each type has differing physical characteristics and other notable powers and abilities, such as flight for advantages and glitching for defects.

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UNITED FAULT MILITIA

The United Fault Militia is a revolutionary force originating in the Negative District that operates under a combination of guerilla and traditional warfare tactics. It was founded in the 1880s and led by brothers Abnormal End and Interval Beta until their deaths, after which Interval's daughter, Iota Beta, took leadership in 1911 and has been is Commander ever since. The UFM aims to dismantle the Negative Advantage Military, Zuivering, and the Cipher regime and to elevate all faults and advantages to an equal status. The UFM is funded primarily by the Division District and is supplied weapons, information, and training by sympathizers who have either defected and joined the revolution or are working behind the scenes in the NAM and Zuivering.

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ZUIVERAAR

A member of the Zuivering. "Zuiveraar" is the Dutch word for "purifier."

ZUIVERING

A paramilitary organization within the Negative Advantage Military under the direct control of Identity Matrix. Members are hand-picked by the Supreme Commander or existing Zuiveraars and are considered a high step above the soldiers of the NAM. They are responsible for protecting the Supreme Commander (and other high-ranking officials), arresting sympathizers, enforcing the law, gathering intelligence, surveillance, identifying and destroying enemies of the State, policing advantage civilians, and advancing the idea of advantage supremacy by exterminating, imprisoning, and otherwise persecuting faults. They are noted for their mastery of air combat, both with leg-based combat or with weapons. "Zuivering" is the Dutch word for "purification."

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