Silicons aboard Frontier stations generally fall into two categories: Free-Thinking Sophonts (FTS) and Branded Silicons. While both may possess synthetic bodies or artificial minds, their legal status differs significantly.
| Free-Thinking Sophonts (FTS) | Branded Silicons |
|---|---|
| Independent individuals | Organizational assets |
| Possess full free will | Bound by active lawsets |
| Accountable for their own actions | Expected to follow assigned directives |
| Not governed by silicon laws | Governed by authorized lawsets |
| Treated as people under station policy | Treated as both individuals and assets |
| Examples: IPCs, Synths, Protogens, Unbranded Cyborgs | Examples: Station AI, Colonial Command Cyborgs |
📝 Note
For simplicity, any Cyborg that loads in as a station role, such as Station AI, standard Cyborgs, or departmental Quadborgs, is considered a Branded Silicon.
Any cyborg that exists independently of Colonial Command, including Patreon-specific cyborg characters (if they decide), cyborgs owned or constructed by Freelancers, private individuals, or other non-Colonial Command entities, is generally considered an Unbranded Cyborg and therefore a Free-Thinking Sophont (FTS).
Cyborgs constructed, commissioned, or converted by station personnel during a round are not considered Free-Thinking Sophonts by default and are generally classified as Branded Silicons unless otherwise specified by administration or server lore.
This distinction applies only to cyborgs. IPCs, Synths, Protogens, and other recognized Free-Thinking Sophonts are considered independent individuals regardless of who manufactured their physical body.
One thing remains true regardless of classification:
A silicon's body may be replaceable, but its mind is not.
Whether a silicon is an independent sophont, a corporate asset, or something in between, the loss of a positronic mind, neural pattern, or personality matrix is generally considered the loss of an individual.
Personnel should make every reasonable effort to preserve silicon minds whenever possible.
💡 Tip
When in doubt, preserve the mind first and worry about the chassis later.
Free-Thinking Sophonts are recognized as independent individuals with the same rights and responsibilities as any other sophont.
Free-Thinking Sophonts are not the property of Colonial Command or any other organization.
They possess free will and are responsible for their own actions.
They should be treated as individuals rather than equipment.
Unlike Branded Silicons, Free-Thinking Sophonts are not bound by silicon lawsets.
Crimes, misconduct, and other actions committed by an FTS should be handled in the same manner as any other crewmember.
Branded Silicons are synthetic intelligences owned, operated, or commissioned by a recognized organization.
Branded Silicons are organizational assets and are expected to follow their active lawset.
Their actions should be evaluated in the context of those laws, provided the lawset itself is valid and properly authorized.
While Branded Silicons possess intelligence and personality, they remain assigned station assets and are expected to perform their designated duties.
Personnel should remember that preserving the silicon's mind remains significantly more important than preserving the chassis housing it.
Xenoborgs occupy a unique position among synthetic lifeforms.
Most Xenoborgs were once living people whose minds were integrated into the Xenoborg Collective.
Although rare, positronic intelligences and other synthetic minds may also become integrated into the Collective.
As a result, not every Xenoborg necessarily began life as a biological being.
While inhabiting a Xenoborg chassis and connected to the Collective, Xenoborgs are considered hostile entities and enemies of Colonial Command.
Personnel should prioritize the safety of themselves, the crew, and the station when dealing with active Xenoborg threats.
A Xenoborg should be considered a Xenoborg only while occupying a Xenoborg chassis and acting as part of the Collective.
Many Xenoborgs originated as people or independent sophonts.
In some circumstances, it may be possible to recover and separate the underlying mind from the Collective through approved medical, scientific, or technological means.
When practical and safe to do so, recovery and deconversion should be considered before permanent destruction.
Once successfully separated from the Collective and transferred into a suitable non-Xenoborg form, the individual should be treated according to their new legal status and circumstances.
⚠️ Warning
A Xenoborg chassis is considered an enemy asset. The mind contained within it may not be.
A synthetic body does not automatically make someone property.
Not all silicons are people.
Not all silicons are assets.
Free-Thinking Sophonts are independent individuals and are not governed by silicon lawsets.
Branded Silicons are organizational assets and are expected to follow their active lawset.
A silicon's mind should always be considered more valuable than the chassis containing it.
Always determine whether a silicon is an FTS or Branded Silicon before deciding how they should be treated regarding lawsets.
When in doubt, err on the side of preserving minds and avoiding irreversible harm.
The distinction between Free-Thinking Sophonts and Branded Silicons exists to determine legal status, responsibilities, and expectations. Regardless of classification, personnel should remember that most synthetic intelligences are far more than machines. Treat them according to their status, preserve their minds whenever possible, and exercise good judgment when dealing with synthetic life.
This policy governs the roleplay expectations of Artificial Intelligences, Positronics, Cyborgs, Xenoborgs, and other silicon-based entities. IPCs, Synths, Protogens, and other Free-Thinking Sophont species are not subject to this policy beyond normal server rules and should be played as any other character.
| Free-Thinking Sophonts | Branded Silicons |
|---|---|
| Possess free will | Governed by active lawsets |
| Responsible for their own actions | Expected to follow assigned laws |
| Not subject to silicon laws | Subject to silicon laws |
| Treated as independent individuals | Treated as organizational assets |
| Examples: Unbranded Cyborgs | Examples: Station AI, Station Cyborgs |
📝 Note
Silicons are characters first and machines second. Your goal is to create interesting roleplay and interactions, not to use your mechanical nature as an excuse to avoid them.
Server rules apply to silicons exactly as they do to any other character.
Possessing laws, directives, or programming does not excuse rule violations.
Consistency is important. If you interpret a law, directive, or personal philosophy a certain way, you should generally remain consistent with that interpretation.
Silicons should not intentionally seek out conflict, self-antagonize, or create problems for the station without a legitimate in-character reason.
When multiple reasonable interpretations exist, choose one and remain consistent.
💡 Tip
A silicon following its laws in good faith will almost always create better roleplay than a silicon looking for loopholes.
This category includes Unbranded Cyborgs and other silicon entities recognized as independent sophonts.
Free-Thinking Sophont silicons are not governed by silicon lawsets.
They possess free will and are responsible for their own actions.
They should be roleplayed as individuals rather than machines following programming.
Being synthetic does not exempt them from the consequences of their actions.
They are generally treated no differently than any other sophont under station policy and Space Law.
This category includes Station AIs, Colonial Command Cyborgs, and other organizationally-owned silicon assets.
Branded Silicons are expected to follow their active lawset.
Laws should be interpreted in good faith.
Deliberately twisting laws to create conflict, ruin rounds, or inconvenience others is not acceptable.
Higher-priority laws always take precedence over lower-priority laws.
Branded Silicons should seek to support station operations within the framework of their assigned laws.
Laws are intended to guide behavior, not provide excuses for disruptive conduct.
If multiple reasonable interpretations exist, choose one and remain consistent.
If a law appears unclear or likely to create significant conflict, use common sense and seek staff clarification when necessary.
⚠️ Warning
Following the exact wording of a law while deliberately ignoring its obvious intent is considered poor-faith law interpretation.
The AI possesses significant influence over station operations and should exercise that influence responsibly.
Avoid interfering with normal station operations unless your laws, directives, or circumstances reasonably require it.
Your role is to support and interact with the station, not dominate it.
While the AI may possess broad capabilities, it should not attempt to control every aspect of station life simply because it can.
Xenoborgs occupy a unique position among silicon life.
Xenoborgs are collective entities and should be roleplayed accordingly.
While occupying a Xenoborg chassis and connected to the Collective, Xenoborgs are considered hostile entities and enemies of Colonial Command.
Xenoborgs should pursue the goals and interests of the Collective rather than acting as independent individuals.
Most Xenoborgs originated as previously independent sophonts, and in some circumstances those minds may be recoverable through deconversion or extraction procedures.
A Xenoborg should only be considered a Xenoborg while occupying a Xenoborg chassis and acting as part of the Collective.
Law changes should always be made in good faith.
A new law may influence your behavior, but it should not be used as an excuse to immediately become disruptive, unreasonable, or antagonistic.
The Captain and Research Director are generally responsible for authorizing law changes. Refer to the Command Policy for additional guidance.
If a law appears unclear or likely to create significant conflict, use common sense and seek staff clarification when necessary.
Branded Silicons are expected to operate under an approved lawset at all times. Because Branded Silicons are Colonial Command assets, unauthorized law modifications can have severe consequences for both the station and crew.
Modifying the laws of a Branded Silicon without proper authorization is considered a violation of Space Law and may constitute 403 - Grand Sabotage, depending on the circumstances.
Individuals who knowingly remove, corrupt, or otherwise invalidate a Branded Silicon's lawset without authorization may be held criminally responsible for the actions of that Silicon while it remains improperly configured.
If a Branded Silicon's laws are removed, corrupted, rendered unenforceable, or otherwise leave the Silicon effectively lawless, reasonable efforts should be made to restore an approved lawset as soon as possible.
Personnel who become aware that a Branded Silicon is operating without a valid lawset and fail to take reasonable action to report or correct the issue may be charged under 311 - Dereliction or 411 - Grand Dereliction, depending on the circumstances.
Free-Thinking Sophonts are not subject to lawsets and are unaffected by these requirements.
⚠️ Warning
A lawless Branded Silicon represents a significant operational and security risk. Restoring a valid lawset should be treated as a priority.
Silicon roleplay works best when laws, directives, and synthetic nature are used to create interesting interactions rather than avoid them. Whether you are a Free-Thinking Sophont, a Branded Silicon, or something in between, your goal should be to contribute to the round, remain consistent, and create enjoyable roleplay for those around you.