Sandbox2: Difference between revisions

From S.P.L.U.R.T. Wiki
mNo edit summary
mNo edit summary
Line 99: Line 99:
|
|
|}
|}
=== 0. Silicon Laws ===
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.
: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.

Revision as of 18:48, 30 September 2026



ERP rules are important, and must be read before engaging in sexual conduct with another player. ERP rules are some of our most harshly punished rules, due to the nature of the actions they pertain to.

Rule # Rules Examples/Info Special Rulings
0 - Consent 0.1. You must have either OOC or IC consent before engaging in any sexual action with another player, and/or utilizing features with an intended or inherent sexual on or against another player.
0.1.1. In accordance with this, sexual actions that indiscriminately interact with, impact, or are shown to other players are banned.
0.1.2. IC consent inherently implies OOC consent, and players are responsible for ensuring their own comfort and safety when it comes to choosing to engage with sexual content.
0.1.3. OOC consent can be revoked at any time, and the other party must respect this. This should typically be done through LOOC.
0.1.4. Mechanics intended for ERP, such as urination or micro/macro mechanics must not be used against non-consenting players.
0.2. You must not engage in sexual interactions with animals that parallel real life, i.e., Ian (canis familiaris, domesticated dog), even if the mob is controlled by a ghost..
0.2.1. Quadrupedal animals with no real life parallel may be interacted with sexually, but must be both sentient and sapient. Dragons, ash drakes, monsters etc. are all permissible under this rule.
1 - Non-Con Rules 1.1. The in-game non-con preferences "Non-con - Yes", and "Non-con - Yes (Position)" allow other users to skip escalation for sexual purposes. For example, they may suddenly grab or drug you without any standard escalation to initiate roleplay.
1.1.1. ERP rule 0.1.3. still applies and the revocation of OOC consent must be respected regardless of preferences; however, the initial interaction will not constitute a violation of the rules.
1.2. You must not attempt to involve any other player, regardless of their in-game non-con preferences involved in your non-con scene unless OOC consent is arranged in advance of the scene starting.
1.2.1. In accordance with this, it is forbidden to call for help using any form of communication, including radios, PDAs, Adminhelp (unless reporting a violation of ERP rules 0.1.3. or 1.1.1.), etc. Even if you have the OOC consent of security members, or they have not expressed OOC discomfort, it is strictly forbidden to involve security or command in punishing/arresting for a non-con scene.
1.2.2. Where space law has been violated by a failed non-con attempt, it must nonetheless be disregarded and ignored by members of security unless doing so would be a greater impact to roleplay quality. For example, arresting someone who failed to strong-arm the Captain into dorms is permissible.
1.3. Where a non-con roleplay scene involves mechanical action or escalation, it is permitted for either party to fight or fight back; however, this should be contained to furthering roleplay and does not justify meaningless conflict.
1.3.1. If discomfort with mechanical escalation is voiced in LOOC, you must disregard the conflict, and should either cancel the scene or proceed without mechanics.
1.4. ERP and all other OOC preferences must be obeyed, regardless of the consensual nature of the roleplay scene at hand.

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.