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__NOTOC__
__NOTOC__


[[File:Antagonists title.png|frameless|none|495x48px]]
= Silicon =


Antagonists are the primary driving force behind action aboard the station. Assistants too.
Silicon rules govern how silicon roles; that is, the AI and cyborgs, may be played. They must be followed at all times while playing a silicon role.
----
''<big>You're not expected to win; do not expect it, just have fun.</big>''


This section is the most important section, and pertains to your general conduct as an antagonist. These rules have precedence over all of your actions while playing as an antagonist on SPLURT. Antagonists are still subject to all other OOC, roleplay, ERP, etc. rules.
'''At minimum, you should be familiar with these rules'''. If you are confused about these rules, please ask a staff member in [https://discord.com/channels/908082639704064051/1062140155441451129 #staff-questions], or make a [https://discord.com/channels/908082639704064051/952356538016747550/952359401883312218 discord ticket].
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!Rule
!Rule
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!Special Rulings
!Special Rulings
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| rowspan="22" |0 - General Antagonist Rules
| rowspan="23" |S0 - Silicon Laws
|0.1.
|S0.1.
| colspan="3" |Antagonists may choose to be friendly to crew, but receive no special staff protections.
| colspan="3" |You may not excuse violating out-of-character (OOC) rules through claiming that your in-character (IC) laws led to your actions.
|If an antagonist has demonstrated themself to be friendly, security cannot break this roleplay on the sole basis that the antagonist is an antagonist. Escalation rules apply.
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|0.1.1.
|S0.1.1.
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| colspan="2" |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, and may also choose to Adminhelp such occurrences.
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| colspan="2" |If you have posed as friendly toward others, you must escalate properly in order to reset your status, regardless of your antagonist type.
|For example, a traitor that has roleplayed surrendering may not suddenly start killing again without proper escalation.
This does not extend to coercion or otherwise roleplaying your way to freedom, such as managing to manipulate a security officer to remove your handcuffs before murdering them.
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|0.2.  
|S0.2.  
| colspan="3" |Antagonists may not friendtag. Friendtagging is defined as an antagonist cooperating with security in order to perform the role and function of security against threats that do not directly oppose them.  
| colspan="3" |You must not go beyond the semantic meaning of silicon laws as they are written.
|This means that a traitor could help security kill a blob, but could not help security kill a bloodsucker.
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|0.2.1.  
|S0.2.1.
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| colspan="2" |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.  
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| colspan="2" |Antagonists with opposing objectives are permitted to fight among themselves, separate from security.
| rowspan="2" |Colluding with security to achieve an objective is valid, but antagonists doing so can still violate rule 0.2. should they pursue any irrelevant security actions.
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|0.2.2.  
|S0.2.2.
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| colspan="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.
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| colspan="2" |Antagonists with the same, exclusive objective (i.e., steal the Chief Engineer's blueprints) are permitted to fight among themselves, separate from security.
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|0.3.  
|S0.2.3.
| colspan="3" |If you murder someone in an open area (likely to be discovered in 15 minutes) and do not mechanically require access to their body, the loot on their body (including items in its possession), or mechanically require their body to perform an antagonist function (such as changeling sucking) then you '''must''' leave their body alone.
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|If you murder someone in a closed or hidden area (not likely to be discovered in 15 minutes), you '''may''' move the body to a more discoverable location, but this is not required.
| colspan="2" |Each unique silicon, such as two separate cyborgs, may have their own personal interpretations of their laws, even if these laws are the same.
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|0.3.1.  
|S0.2.4.
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| colspan="2" |You must not attempt to hide or otherwise destroy bodies, no matter the original location, '''except''' if the player of the body you have killed has their round remove (RR) preferences set to "Yes".
| colspan="2" |If an AI is present and explains their interpretation of a law or their full lawset to any other silicons under their control, said AI's interpretation takes precedence over an individual cyborg's interpretation.
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|0.4.
|S0.3.
| colspan="3" |You may not round-remove (RR) players without their explicit consent, whether through their round removal (RR) prefences being set to "Yes", or them telling you via (L)OOC.
| colspan="3" |You must not expose ion laws without a roleplay reason.
|Non-antagonists have different rules for round removal.
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|0.5.
| colspan="3" |You must not taunt, insult, salt, or otherwise demean or dispirit other players, regardless of circumstances.
|While this covered by the general, OOC rules, this is specifically repeated so that antagonists who lose fights are neither insulted nor insult others.
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|0.5.1.
|S0.3.1.
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| colspan="2" |If a member of security, or any other player violates this rule toward you, you must adminhelp rather than retaliate.
| colspan="2" |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.
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|0.6.
|S0.3.1.1.
| colspan="3" |You must not perform antagonistic activities, or hide in, the interlink or infinite dorms.
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|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.
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|0.6.1.
|S0.3.2.
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| colspan="2" |This includes prior to security or crew members being aware of your antagonist status.
| colspan="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, AHelp to have the ion law re-rolled, or attempt to interpret the law in a less impactful way.
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|0.7.
|S0.4.  
| colspan="3" |You must not bait people into mechanically compromising situations using sexual advances or offers that they otherwise would not have entered into.
| colspan="3" |Silicon may ignore their laws for erotic roleplay purposes, so long as this is conducted within reasonable privacy and is not expected to break roleplay or immersion for players not involved in the relevant erotic roleplay.
|For example, telling someone that you will "give them a good time" to get them into a room you then bolt, only to kill them.
|
 
 
Other parties may consent via (L)OOC to waive this rule.
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|0.7.1.
|INFO
| colspan="4" |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.
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| colspan="2" |This includes tacit implications of sex, and does not necessitate explicit offers.
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|S0.5.
| colspan="3" |In lawsets where there exists a "law 2", or a law mandating that a silicon follows orders, the following rules apply.
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|0.8.
|S0.5.1.
| colspan="3" |You must not leave the station z-level after you have been pursued by security at any point in the round prior. A wanted status assumes indefinite pursuit.
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| colspan="2" |Law 2 does not necessarily mandate action. You are there to serve a function, with deference to rank and role.
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|0.8.1
|S0.5.1.2.
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| colspan="2" |Lavaland, deep space, the interlink, infinite dorms are all counted as outside of the station z-level.
| colspan="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 regardless.
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|0.9.
|S0.5.2.
| colspan="3" |Antagonists are subject to Roleplay Rule 0.9 ("Do not play to win") and the following:
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| colspan="2" |Orders that are harassing, griefing, or order you to grief may be ignored, and can be AHelped if necessary.
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|0.9.1.
|S0.5.3.
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| colspan="2" |This is a blanket rule for any poor-faith antagonist gameplay that comes as a result of antagonists unfairly exploiting game mechanics or roleplay in order to achieve their objectives ("greentext"). Staff are encouraged to use their best judgement when enforcing this rule.
| colspan="2" |Silicons are permitted to interpret orders however they wish.
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|0.9.2.
|S0.5.3.1.
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|Antagonists simply going about their objectives in a normal manner (for example, shooting an assassination target to death) should not be impacted by this rule.
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|You must not go beyond the semantic meaning of silicon orders as they are issued, regardless of the manner in which they are issued.
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|0.9.3.
|S0.5.4.
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|Antagonists should not go out of their way to unfairly deprive other players of their gear (tools, job machinery, etc.) for purely mechanical gain.
| colspan="2" |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.
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|For example, an antagonist cannot destroy the chemistry department so medbay can no longer revive officers, but may incidentally destroy part of it to kill an assassination target chemist.
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|0.10.
|S0.6.
| colspan="3" |You must not loot space ruins. Space-tiding is permitted, but most players have no reason to do so as an antagonist, as you are disallowed from taking loot.
| colspan="3" |Silicons must, reasonably, fulfil the duty of their selected chassis.
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|0.10.1.
|S0.7.
| colspan="3" |Laws are, usually, in rank order. This means that law 1 will take priority over law 2, and this must be respected in-character.
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|S0.7.1.
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| colspan="2" |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.
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| colspan="2" |If you became an antagonist after space-tiding and looting, you must stop looting (and typically return to the station), but may continue to use any items you possess.
|-
| rowspan="6" |S1 - All Access
|S1.1.
| colspan="3" |You must not leave areas open, or leave areas closed (bolted or locked) with no valid roleplay reason.
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| rowspan="8" |1 - Antagonist Objective Rules
|S1.2.
|1.1.
| colspan="3" |You must pay careful attention to your other laws when giving entrance to, or allowing the exit of, another person.
| colspan="3" |You must ensure custom objectives are appropriate to your antagonist role, the roleplay setting, and do not avoid antagonist actions in full or rebuke the fun of others.
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|Permission from a member of staff may override this rule.
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|1.1.1.
|S1.3.
| colspan="3" |You must not intrude on the duties of other existing cyborgs if their shell is more-suited.
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| colspan="2" |You must not make your custom objective/goal something that violates any of our current rules or involves a mass amount of killing or station destruction.
|Natural objectives may override this rule.
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|1.1.2.
|S1.4.
| colspan="3" |You must not intrude on the duties of crewmembers.
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| colspan="2" |You must not avoid performing antagonist actions, or subvert the purpose of an antagonist role by setting a custom objective that is entirely mundane and non-antagonistic.
|For example, the custom objectives "have sex", "Protect [ERP partner]", or "Behave for security and obey Nanotrasen".
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|1.1.3.
|S1.4.1.
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| colspan="2" |You must ensure that custom objectives are appropriate to your specific antagonist role. For example, a bloodsucker should not have a custom objective to help the syndicate.
| colspan="2" |While you may offer to help, finish, or perform a task for someone, taking over their job is not allowed.
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|1.1.4.
|S1.5.
| colspan="3" |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).
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| colspan="2" |You must ensure that custom objectives are reasonable within roleplay, and are not overly convoluted, non-sensical, or unreasonable.
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| rowspan="6" |S2 - Validhunting
|S2.1.
| colspan="3" |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).
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|1.2.
| colspan="3" |Antagonist objectives may not be completely silent or unnoticeable by crew, regardless of if they do not constitute a violation of rule 1.1.2.
|For example, a custom objective to emag 3 doors.
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|1.3.
|S2.2.
| colspan="3" |You must not make custom objectives or goals vague, wildcards, or non-specific in nature.
| colspan="3" |Where applicable, crew-based antagonists are still crew.
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|1.3.1.
|S2.2.1.
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| colspan="2" |You may be vague so long as the actions, or intent behind the actions is specific. For example, "Murder a member of R&D" is vague, but specifies the action to be committed (murder) and the intent (to kill a member of R&D).
| colspan="2" |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 one crewmember who is certain to kill more than one crewmember if not killed themself.
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| rowspan="6" |2 - Antagonist Roleplay Rules
|S2.3.
|2.1.
| colspan="3" |Shocking doors to hinder antagonists without invoking rule S2.2.1. is prohibited.
| colspan="3" |You must respect roleplay situations created by yourself and others, and may not interrupt roleplay for mechanics without proper escalation.
|This means you must have intent to kill in order to shock a door.
|For example, a security officer opts to point their gun at you and talk rather than immediately shooting you constitutes entering into roleplay, and this must be respected.  
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|2.1.1.
|S2.4.
| colspan="3" |Silicons may be ordered to hinder antagonists or crew, but may not harm them without other justification.
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| colspan="2" |This rule also applies to members of security.
|Similarly to the directly above, security must not instantly mechanically engage an antagonist in hostage situations.
Either party unduly interrupting a hostage or captive roleplay scenario must do so showing clear intent to escalate to mechanics. A good way of doing this is the Combat Indicator, but this should be done by giving grace and making it clear that this is going to happen through roleplay prior regardless.
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|2.2.
|S2.5.
| colspan="3" |Hostage situations must not exceed 25 minutes without consent of the hostage out-of-character.  
| colspan="3" |Without an order or the presence of an obvious threat, silicon should not harm, hinder, or trap crew; antagonist or otherwise.
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|2.2.1.
| rowspan="4" |S3 - Security Cyborgs
|S3.1.
| colspan="3" |As a security cyborg, you may not abuse all-access to search departments without cause, or allow any other crew member to search departments without cause.
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| colspan="2" |If the hostage expresses that they no longer wish to engage in the roleplay, whether due to needing to leave OOCly, or no longer enjoying the roleplay, escalation to mechanics or roleplay de-escalation should occur within 10 minutes.
|Please submit an AdminHelp for staff oversight in this instance.
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|2.3.
|S3.1.1.
| colspan="3" |Situations where the body of another player is kept away from rescue by crew must not exceed 15 minutes without the consent of the other player out-of-character.
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| colspan="2" |For example, even if ordered, you may not break into a department to search it with no probable cause.
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|2.3.1.
|S3.2.
| colspan="3" |You may not utilize lethal beam weaponry, such as a cyborg energy gun. This is currently a bug.
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| colspan="2" |This rule principally applies to kudzu man-eaters and spiders, but also applies to other antagonists who may choose to guard a body.
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|S3.3.
| colspan="3" |The expectation that security cyborgs stay in the brig is in-character, and they may patrol if they wish.
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Latest revision as of 19:18, 30 September 2026


Silicon

Silicon rules govern how silicon roles; that is, the AI and cyborgs, may be played. They must be followed at all times while playing a silicon role.

Rule # Rules Examples/Info Special Rulings
S0 - Silicon Laws S0.1. You may not excuse violating out-of-character (OOC) rules through claiming that your in-character (IC) laws led to your actions.
S0.1.1. 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, and may also choose to Adminhelp such occurrences.
S0.2. You must not go beyond the semantic meaning of silicon laws as they are written.
S0.2.1. 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.
S0.2.2. 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.
S0.2.3. Each unique silicon, such as two separate cyborgs, may have their own personal interpretations of their laws, even if these laws are the same.
S0.2.4. If an AI is present and explains their interpretation of a law or their full lawset to any other silicons under their control, said AI's interpretation takes precedence over an individual cyborg's interpretation.
S0.3. You must not expose ion laws without a roleplay reason.
S0.3.1. 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.
S0.3.1.1. 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.
S0.3.2. 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, AHelp to have the ion law re-rolled, or attempt to interpret the law in a less impactful way.
S0.4. Silicon may ignore their laws for erotic roleplay purposes, so long as this is conducted within reasonable privacy and is not expected to break roleplay or immersion for players not involved in the relevant erotic roleplay.
INFO 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.

S0.5. In lawsets where there exists a "law 2", or a law mandating that a silicon follows orders, the following rules apply.
S0.5.1. Law 2 does not necessarily mandate action. You are there to serve a function, with deference to rank and role.
S0.5.1.2. 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 regardless.
S0.5.2. Orders that are harassing, griefing, or order you to grief may be ignored, and can be AHelped if necessary.
S0.5.3. Silicons are permitted to interpret orders however they wish.
S0.5.3.1. You must not go beyond the semantic meaning of silicon orders as they are issued, regardless of the manner in which they are issued.
S0.5.4. 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.
S0.6. Silicons must, reasonably, fulfil the duty of their selected chassis.
S0.7. Laws are, usually, in rank order. This means that law 1 will take priority over law 2, and this must be respected in-character.
S0.7.1. 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.
S1 - All Access S1.1. You must not leave areas open, or leave areas closed (bolted or locked) with no valid roleplay reason.
S1.2. You must pay careful attention to your other laws when giving entrance to, or allowing the exit of, another person.
S1.3. You must not intrude on the duties of other existing cyborgs if their shell is more-suited.
S1.4. You must not intrude on the duties of crewmembers.
S1.4.1. While you may offer to help, finish, or perform a task for someone, taking over their job is not allowed.
S1.5. 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).
S2 - Validhunting S2.1. 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).
S2.2. Where applicable, crew-based antagonists are still crew.
S2.2.1. 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 one crewmember who is certain to kill more than one crewmember if not killed themself.
S2.3. Shocking doors to hinder antagonists without invoking rule S2.2.1. is prohibited. This means you must have intent to kill in order to shock a door.
S2.4. Silicons may be ordered to hinder antagonists or crew, but may not harm them without other justification.
S2.5. Without an order or the presence of an obvious threat, silicon should not harm, hinder, or trap crew; antagonist or otherwise.
S3 - Security Cyborgs S3.1. As a security cyborg, you may not abuse all-access to search departments without cause, or allow any other crew member to search departments without cause.
S3.1.1. For example, even if ordered, you may not break into a department to search it with no probable cause.
S3.2. You may not utilize lethal beam weaponry, such as a cyborg energy gun. This is currently a bug.
S3.3. The expectation that security cyborgs stay in the brig is in-character, and they may patrol if they wish.