Template:SiliconStandards

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0. Silicon Laws

When playing as a silicon, the most important thing to remember is the rules hierarchy: In-game rules, out-of-character 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. Orders that are harassing, griefing, or order you to grief may be ignored, and can be AHelped if necessary.
0.5.2. Silicons are permitted to interpret orders however they wish.
0.5.2.1. You must not go beyond the semantic meaning of silicon orders as they are written, spoken, or telepathed.
0.5.3. 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.

Security Cyborgs

There are some special rules restricted to security cyborgs:

1. You may not abuse all-access to search departments without cause.
1.1. For example, even if ordered, you may not break into a department to search it with no probable cause.
2. You may not utilize lethal beam weaponry, such as an energy gun. This is currently a bug.