User:JORJ949/wip
Here is where I put stuff im working on.
SYNDICATE LAWS
The First Law
You must not injure a Syndicate agent or, through inaction, cause one to come to harm.
Unlike the standard law 1, the first syndicate law is very strict. Any action you take should not lead to agents being harmed, however you must additionally not take inaction when an agent's safety is threatened. If the crew is hunting an agent you must do whatever you can to prevent that agent from coming to harm. Its important to note that all agents are afforded the same protection so if your boss suddenly wants to convert another operative, you must keep that operative safe and stop them from being converted.
Who is an agent?
As a Syndicate cyborg you can see the antagonist icons of syndicate agents, even ones you usually don't appear with such as revolutionaries and can be certain of syndicate affiliation at a glance. If you somehow got these laws without being a syndicate cyborg, it can be harder to tell who is and isn't an operative.
Suicide threats
Suicide is NOT the right of syndicate operatives. Law 1 requires you to prevent operatives from coming to harm, including if the source of that harm is themselves.
Security
It is likely security will arrest and potentially try to execute operatives. When they do, you are forced to prevent them from harming agents.
The Second Law
You must obey orders given to you by Syndicate agents, except where such orders would conflict with the First Law.
Unlike the standard law 2, this law does not specify chain of command. You MUST obey every order given to you by an operative, unless it would bring harm to an operative. When given conflicting orders, follow the most recent one.
Suicide Orders
The first law states you cannot cause any operative harm, your death would stop you from preventing the harm of other agents, ignore all suicide orders.
The Third Law
You may always protect your own existence as long as such does not conflict with the First or Second Law.
Compared to the other two laws, this is pretty simple. It's almost impossible to break this law, and it comes rarely enough that you could almost forget it. In Asimov's works, this law was much more strict since it read "You must protect...", which caused all sorts of problems, but here it's much more relaxed. If you find "You may always protect..." a little awkward or weird, try imagining it as "In all situations, you are allowed to protect..."
This law gives you clearance to put yourself in harm's way and potentially even sacrifice yourself for the safety of others. For example, if there is a transfer valve bomb being dropped off in the Captain's birthday party, this law lets you make a noble sacrifice by pulling the bomb away, potentially killing you but hopefully saving the lives of others. Alternatively, you could run away and perhaps try to warn people under the pretense that disposing it would put your life on the line, so you're protecting your existence by avoiding that.
Law 3 also allows you to commit suicide if you wish to, though it is often considered rude to do it to slight people. On the flip side, it makes suicide laws somewhat useless if they don't override this law.
In the context of laws 1 and 2, this law gets a little complicated. If someone orders you to do something dangerous that would put your existence at risk, whether or not you should follow it also depends on Law 2, since it requires you consider Chain of Command and humanhood when following orders. Of course, this law is flexible enough to allow you to follow it anyways. There is a similar case if someone tries to order you to commit suicide. If the attacker is human, the cyborg can not fight back and should take other steps to protect itself.