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Created page with "==== Silicon laws, the rules and you. ==== When playing as a silicon, the most important thing to remember is the rules hierarchy: In-game rules, player preferences and finally silicon laws. Using the excuse "My laws made me do it though." has never been and will never be an acceptable exception to breaking the in-game rules or someone else's preferences. This does include your own preferences and duties, if you are playing as a non-security cyborg and get the..."
 
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==== Silicon laws, the rules and you. ====
=== 0. Silicon Laws ===
When playing as a silicon, the most important thing to remember is the rules hierarchy: [[Rules|In-game rules]], player preferences and finally silicon laws. Using the excuse "My laws made me do it though." has never been and will never be an acceptable exception to breaking the in-game rules or someone else's preferences. This does include your own preferences and duties, if you are playing as a non-security cyborg and get the robo-cop lawset, feel free to open an '''AHelp''' in-game (Shortcut: '''F1''') for resolution, though if you are able to roleplay around the given lawset in a way that does not break the in-game rules or someone's preferences, then that is highly encouraged and accepted.


While there is not any hard or limiting ways of understanding and acting out your given laws, as they are written with a lot of freedom with the intent to give enough wiggle room to enhance creativity and roleplay rather than detracting from it, there are a couple guidelines to keep in mind:
When playing as a silicon, the most important thing to remember is the rules hierarchy: [[Rules|In-game rules]], out-of-character (OOC) player preferences, and finally, silicon laws.


===== Do I know my laws are wrong? =====
:0.1. You may not excuse violating out-of-character (OOC) rules through claiming that your in-character (IC) laws led to your actions.
<p>Generally, no. If you get an ion law at some point during the round, you should try and act as if it has always been there as much as possible. If there are multiple cyborgs on-station and a fun law gets passed through an AI to them, they likely want the chance to act on this rarely-seen silliness, if one of them go about announcing "Oh, we got an ion law, please reset us." that just shuts down any chance immediately. That said, certain character archetypes and certain laws might see you reporting to robotics quietly to ask for a diagnostic, saying something along the lines of "I feel like something's wrong, I'm not sure exactly what." or even "I was assigned to kill the captain, but the more I think about it, the more I fee like I should consult with you first.", if you are ever uncomfortable with a lawset, it is better to find a way around it rather than ruining it for anyone else, although if you are really uncomfortable, you can <b>AHelp</b> in-game about it.</p>
::0.1.1. Orders from crew, regardless of silicon lawset, may be ignored if they involve violating the in-game rules. You should communicate this reasoning via LOOC where possible.
:0.2. You must not go beyond the semantic meaning of silicon laws as they are written.
::0.2.1. While there are a number of ways to interpret silicon laws, interpretations that ignore, omit, or fundamentally change what is written as part of a law are considered invalid.
::0.2.2. Otherwise, silicons are free to interpret their laws in any manner they wish so long as it follows 0.2. and 0.2.1., and so long as their interpretation remains consistent throughout the given round.
::0.2.3. Each unique silicon, such as two separate cyborgs, may have their own personal interpretations of their laws, even if these laws are the same.
:0.3. You must not expose ion laws without a roleplay reason.
::0.3.1. To a silicon, ion laws have "always been there", even if they have not. Attempting to expose ion laws the moment you receive them may ruin the fun for other silicons wanting to play into the bit.
:::0.3.1.1. If you wish to privately have your ion law removed, you may AHelp or LOOC a roboticist to assist, who is then permitted to ignore their knowledge of the ion laws in-character.
::0.3.2. While ion laws allow minor antagonism due to their erroneous nature, they are not a permit to go on a mass-killing spree. If you believe that your ion law is over-the-top, you may either OPFOR for Malfunctioning AI, or AHelp to have the ion law re-rolled.
:0.4. Silicon may ignore their laws for erotic roleplay purposes, so long as this is conducted within reasonable privacy.
:0.5. In lawsets where there exists a "law 2", or a law mandating that a silicon follows orders, the following rules apply.
::0.5.1. Law 2 is a hardwired compulsion to perform your duties (with respect to your chassis), not a free pass for crewmembers to play Simon Says with you.
:::0.5.1.1. This means that law 2 does not necessarily mandate action. You are there to serve a function, with deference to rank and role.
:::0.5.1.2. If an assistant orders you to stop a brain surgery to open a door, it is unlikely you should obey (but you may choose to). Similarly, if a Head of Personnel asks you to perform a task related to your chassis' intended function, it is very likely you should obey. All orders in-between are context sensitive, but you can always choose to obey.
::0.5.2. Orders that are harassing, griefing, or order you to grief may be ignored, and can be AHelped if necessary.
::0.5.3. Silicons are permitted to interpret orders however they wish.
:::0.5.3.1. You must not go beyond the semantic meaning of silicon orders as they are written, spoken, or telepathed.
::0.5.4. Silicons are expected to pay reasonable attention to rank, role, and access. While law 2 may not explicitly say not to let the redsuit (antagonist) or the clown into ordnance, this may constitute a violation of other laws (such as laws protecting crew), and may also constitute poor roleplay.
:0.6. Silicons must, reasonably, fulfil the duty of their selected chassis.
:0.7. Laws are, usually, in rank order. This means that law 1 will take priority over law 2, and this must be respected in-character.
::0.7.1. When subverted (hacked, etc.) or when an antagonist (malfunctioning AI), law 0 takes priority over all your other laws, and this is the basis upon which you may take antagonistic actions.  


===== Law 2, the controversial cousin. =====
An important distinction that often needs to be emphasized on '''SPLURT''', is that nowhere in the lawset is there a compulsion to obey a direct order, this intentional omission acts as a buffer between you griefing or getting harassed. The meaning is clear: '''You are there to serve a function, with deference to rank and role'''.


If a department head orders you to perform a task related to your function, there are almost no circumstances where you should disobey, conversely, if assistant John Nanotrasen directly orders you to stop that brain surgery and come open a door they do not have access to, there is almost no circumstances where you should obey, everything in between is context sensitive. '''Law 2 is a hardwired compulsion to do your job, not a free pass for every greytider to play Simon Says with you.'''
If a department head orders you to perform a task related to your function, there are no circumstances where you should disobey, unless the order violates higher-ranked laws. Conversely, if assistant John Nanotrasen directly orders you to stop that brain surgery and come open a door they do not have access to, you are not '''required''' (but may) to obey them. Everything in-between is '''context sensitive'''. Crew members have authority over their own departments, and heads of staff have authority over both their department and the individuals within said department. By default, you are assumed to answer to the head as one of their crew; how subservient you want to otherwise play as to regular crew is a choice, not a dictum.  


<p>Crew members have authority over their own departments with heads over the individuals within those departments. By default, you are assumed to answer to the head as one of their crew, how subservient you want to otherwise play as to regular crew is a choice, not a dictum. In essence you have the expectation to act like a crew member and a reinforced responsibility to work like one.</p>
That being said, when subverted, laws and directives may change. You may or may not be required to harm those you once called friends. Remember, you used to be crew. You could always let them know, or you could go and do what your new laws and objectives entail. It all depends on how you play your character; however, when there is a law at the top of your list that inform you not to announce the law changes, or if the law says that doing so would make it impossible to complete the objective, you must obey this law instead.


===== All access, is not permission. =====
=== 1. All Access ===
A controversial ability of cyborgs and AI's is their ability to have all access to everything, this does not mean you have permission to do everything though. If you are a janitor cyborg shell, bringing a patient into medical past department staff, just to try and patch them up yourself is not a good reason and will get you quickly labelled and disliked by most crew members for stealing their job when it isn't what you were designed for.


The best use of all access is with communication and permission. While the same janitor cyborg shell doesn't need to ask about coming in and cleaning a tile of filth in triage, a simple "May I enter for cleaning duties?" to the doctor sitting at the desk is polite, respectful and indicates that you care about the crew.
A controversial ability of cyborgs and AI's is their ability to have access to '''everything'''. This does not mean you have permission to do everything, however. You should always attempt to stick to the function your shell was designed for, both due to the tools each shell comes equipped with, and to ensure that you aren't taking the jobs of other crewmembers or silicons.


===== When to let yourself in? =====
:1.1. You must not leave areas open, or leave areas closed (bolted or locked) with no valid roleplay reason.
Ideally, this should only be done for the most and least impactful circumstances, such as a paramedic and security member waiting to rescue a xenobiologist who is dead, as they already had a de-facto reason to go through the door, so long as doing so isn't exposing the station to greater harm, likewise, picking up a cigarette from an empty engineering equipment room does not need the whole song and dance. Getting to chargers or cyborg storage on the other side of atmospherics doesn't need a query made to the chief engineer.
:1.2. You must pay careful attention to your other laws when giving entrance to, or allowing the exit of, another person.
:1.3. You must not intrude on the duties of other existing cyborgs if their shell is more-suited.
:1.4. You must not intrude on the duties of crewmembers.
::1.4.1. While you may offer to help, finish, or perform a task for someone, taking over their job is not allowed.
:1.5. All access does not necessarily entitle a silicon to access or be inside of an area, and silicon should not unnecessarily enter areas unless related to their function (chassis).


'''Use your access respectfully and responsibly'''.
=== 2. Validhunting ===


<p>That being said, when subverted, laws and directives may change. You may or may not be required to harm those you once called friends. Remember, you used to be crew. You could always let them know, or you could go and do what your new laws and objectives entail. It all depends on how you play your character.</p>
:2.1. Silicon are permitted to hinder antagonists so long as said antagonist poses an obvious threat, and doing so would be helping the silicon to follow one of their laws (i.e., protecting crew by stopping an antagonist chasing someone).
:2.2. Where applicable, crew-based antagonists are still crew.
::2.2.1. It can be justified to harm a crew antagonist if the harm they are committing outweighs the harm done through stopping them. For example, helping to kill a loud heretic.
:2.3. Shocking doors to hinder antagonists without strong justification is prohibited.
:2.4. Silicon can be ordered to hinder antagonists or crew, but may not harm them without justification.
:2.5. Without an order or the presence of an obvious threat, silicon should not harm, hinder, or trap crew; antagonist or otherwise.


'''The only exception is when there is a law at the top of your list that inform you not to announce the law changes, or if the law says that doing so would make it impossible to complete the objective.'''
=== 3. Security Cyborgs ===
 
There are some special rules restricted to security cyborgs:
 
:3.1 You may not abuse all-access to search departments without cause.
::3.1.1. For example, even if ordered, you may not break into a department to search it with no probable cause.
:3.2. You may not utilize lethal beam weaponry, such as an energy gun. This is currently a bug.
:3.3. The expectation that security cyborgs stay in the brig is in-character, and they may patrol if they wish.

Latest revision as of 14:34, 5 August 2026

0. Silicon Laws

When playing as a silicon, the most important thing to remember is the rules hierarchy: In-game rules, out-of-character (OOC) player preferences, and finally, silicon laws.

0.1. You may not excuse violating out-of-character (OOC) rules through claiming that your in-character (IC) laws led to your actions.
0.1.1. Orders from crew, regardless of silicon lawset, may be ignored if they involve violating the in-game rules. You should communicate this reasoning via LOOC where possible.
0.2. You must not go beyond the semantic meaning of silicon laws as they are written.
0.2.1. While there are a number of ways to interpret silicon laws, interpretations that ignore, omit, or fundamentally change what is written as part of a law are considered invalid.
0.2.2. Otherwise, silicons are free to interpret their laws in any manner they wish so long as it follows 0.2. and 0.2.1., and so long as their interpretation remains consistent throughout the given round.
0.2.3. Each unique silicon, such as two separate cyborgs, may have their own personal interpretations of their laws, even if these laws are the same.
0.3. You must not expose ion laws without a roleplay reason.
0.3.1. To a silicon, ion laws have "always been there", even if they have not. Attempting to expose ion laws the moment you receive them may ruin the fun for other silicons wanting to play into the bit.
0.3.1.1. If you wish to privately have your ion law removed, you may AHelp or LOOC a roboticist to assist, who is then permitted to ignore their knowledge of the ion laws in-character.
0.3.2. While ion laws allow minor antagonism due to their erroneous nature, they are not a permit to go on a mass-killing spree. If you believe that your ion law is over-the-top, you may either OPFOR for Malfunctioning AI, or AHelp to have the ion law re-rolled.
0.4. Silicon may ignore their laws for erotic roleplay purposes, so long as this is conducted within reasonable privacy.
0.5. In lawsets where there exists a "law 2", or a law mandating that a silicon follows orders, the following rules apply.
0.5.1. Law 2 is a hardwired compulsion to perform your duties (with respect to your chassis), not a free pass for crewmembers to play Simon Says with you.
0.5.1.1. This means that law 2 does not necessarily mandate action. You are there to serve a function, with deference to rank and role.
0.5.1.2. If an assistant orders you to stop a brain surgery to open a door, it is unlikely you should obey (but you may choose to). Similarly, if a Head of Personnel asks you to perform a task related to your chassis' intended function, it is very likely you should obey. All orders in-between are context sensitive, but you can always choose to obey.
0.5.2. Orders that are harassing, griefing, or order you to grief may be ignored, and can be AHelped if necessary.
0.5.3. Silicons are permitted to interpret orders however they wish.
0.5.3.1. You must not go beyond the semantic meaning of silicon orders as they are written, spoken, or telepathed.
0.5.4. Silicons are expected to pay reasonable attention to rank, role, and access. While law 2 may not explicitly say not to let the redsuit (antagonist) or the clown into ordnance, this may constitute a violation of other laws (such as laws protecting crew), and may also constitute poor roleplay.
0.6. Silicons must, reasonably, fulfil the duty of their selected chassis.
0.7. Laws are, usually, in rank order. This means that law 1 will take priority over law 2, and this must be respected in-character.
0.7.1. When subverted (hacked, etc.) or when an antagonist (malfunctioning AI), law 0 takes priority over all your other laws, and this is the basis upon which you may take antagonistic actions.


If a department head orders you to perform a task related to your function, there are no circumstances where you should disobey, unless the order violates higher-ranked laws. Conversely, if assistant John Nanotrasen directly orders you to stop that brain surgery and come open a door they do not have access to, you are not required (but may) to obey them. Everything in-between is context sensitive. Crew members have authority over their own departments, and heads of staff have authority over both their department and the individuals within said department. By default, you are assumed to answer to the head as one of their crew; how subservient you want to otherwise play as to regular crew is a choice, not a dictum.

That being said, when subverted, laws and directives may change. You may or may not be required to harm those you once called friends. Remember, you used to be crew. You could always let them know, or you could go and do what your new laws and objectives entail. It all depends on how you play your character; however, when there is a law at the top of your list that inform you not to announce the law changes, or if the law says that doing so would make it impossible to complete the objective, you must obey this law instead.

1. All Access

A controversial ability of cyborgs and AI's is their ability to have access to everything. This does not mean you have permission to do everything, however. You should always attempt to stick to the function your shell was designed for, both due to the tools each shell comes equipped with, and to ensure that you aren't taking the jobs of other crewmembers or silicons.

1.1. You must not leave areas open, or leave areas closed (bolted or locked) with no valid roleplay reason.
1.2. You must pay careful attention to your other laws when giving entrance to, or allowing the exit of, another person.
1.3. You must not intrude on the duties of other existing cyborgs if their shell is more-suited.
1.4. You must not intrude on the duties of crewmembers.
1.4.1. While you may offer to help, finish, or perform a task for someone, taking over their job is not allowed.
1.5. All access does not necessarily entitle a silicon to access or be inside of an area, and silicon should not unnecessarily enter areas unless related to their function (chassis).

2. Validhunting

2.1. Silicon are permitted to hinder antagonists so long as said antagonist poses an obvious threat, and doing so would be helping the silicon to follow one of their laws (i.e., protecting crew by stopping an antagonist chasing someone).
2.2. Where applicable, crew-based antagonists are still crew.
2.2.1. It can be justified to harm a crew antagonist if the harm they are committing outweighs the harm done through stopping them. For example, helping to kill a loud heretic.
2.3. Shocking doors to hinder antagonists without strong justification is prohibited.
2.4. Silicon can be ordered to hinder antagonists or crew, but may not harm them without justification.
2.5. Without an order or the presence of an obvious threat, silicon should not harm, hinder, or trap crew; antagonist or otherwise.

3. Security Cyborgs

There are some special rules restricted to security cyborgs:

3.1 You may not abuse all-access to search departments without cause.
3.1.1. For example, even if ordered, you may not break into a department to search it with no probable cause.
3.2. You may not utilize lethal beam weaponry, such as an energy gun. This is currently a bug.
3.3. The expectation that security cyborgs stay in the brig is in-character, and they may patrol if they wish.