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** A lot of these make the Dark Side = Sith distinction. You can teach the force to others, but Sith Techniques are shared only between a Master and Apprentice. Of course a lot of Sith have broken ''this'' one too.
** Similarly, the Jedi have their own creed, though never specifically stated in the movies. The promotional material for ''Episode II'' told us that "A Jedi Shall Not Know Anger. Nor Hatred. Nor Love". And in the [[Expanded Universe]], the Jedi Code taught is:
{{quote|
There is no ignorance; there is knowledge.
There is no passion; there is serenity.
There is no death; there is the Force. }}
*** While many Jedi seem able to more or less come to terms with anger and hatred, they always seem to be having trouble tackling the matter of not falling in love... In the end it becomes rather clear in the EU that later Jedi consider the "no love" thing a rather dysfunctional rule. Even the movies hint at this as it's the "no love" nonsense that really drives Anakin toward the dark side and it's Luke's love for his father (that the older Jedi consider a weakness) that saved him. It's little surprise then that when Luke goes on to found his own order the no love rule is more or less totally abandoned with large numbers of Jedi marrying and producing children whom they clearly deeply care for without anyone saying this is bad.
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* In the ''[[Toy Story]]'' [[The Verse|universe]], toys seem to have a [[Obstructive Code of Conduct]]. Toys must not allow themselves to be seen by humans while animate. This is never said explicitly, but judging from the fact that toys will either hide or "play dead" whenever a human comes by, it's probably safe to assume this.
** Woody makes a vague mention of this in the first movie, when he and the reassembled toys confront Sid.
{{quote|
** [[Word of God]] is that involuntary instinct also plays a role (which explains why it's never made explicit).
* In the ''[[Superman (film)|Superman]]'' movie the reason given (though in a piecemeal and blink-or-you'll-miss-it way) for Superman's non-interference with the world on a large scale is that due to early interplanetary warfare an intergalactic law was set in place for people from one planet never to interfere with the course of history of another planet. To break it might cause more harm than good: it could start an intergalactic war. No prize for guessing whether he breaks it at the end anyway.
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== Live-Action TV ==
* ''[[Star Trek]]'' is the most famous for this (and the [[Alien Non-Intervention Clause|Prime Directive]] being an archetypal example).
{{quote|
** One of [[Gene Roddenberry]]'s favorite [[An Aesop|Aesops]] involved the distinctions between the ''spirit'' of the law and the ''letter'' of the law. In particular, the "healthy development" phrase proved, on several occasions, to be a loophole big enough to fly the ''Enterprise'' through, while on other occasions, serious debate has been put up on the question of whether getting annihilated by the disaster-of-the-week is part of said "healthy development".
** Currently, there are only two directives that are known to supersede the Prime Directive: the Omega Directive (which aims at {{spoiler|protecting the galaxy from a phenomenon that, if left unchecked, would render interstellar society impossible}}) and the Temporal Prime Directive (don't mess with the timeline).
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*** [[P Lus]] the Goa'uld had just developed motherships with shields that could resist the ion cannons, making them just an ordinary weapon.
* The aliens of ''[[3rd Rock from the Sun]]'' also had a Prime Directive-like policy about interfering with the Earth. Explained thus:
{{quote|
'''Harry:''' Can we blow up the Earth?
'''Dick:''' You see, that's a global difference.
'''Harry:''' It's so hard to keep track of all this. }}
* ''[[Thunderbirds]]'' has their policy of maintaining strict secrecy about their organization and equipment when they could indirectly save many more lives licensing their vehicles to various emergency response services and militaries as standard issue equipment.
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== Tabletop Games ==
* Vampires in the White Wolf's Tabletop RPG ''[[Vampire: The Requiem]]'' have three Traditions that they must follow or face the wrath of the elders:
{{quote|
'''2- Diablerie''': Vampires must not devour the souls of other Vampires. Doing so gives them power, but [[With Great Power Comes Great Insanity|drives them insane]].<br />
'''3- Progeny''': Vampires shall not create more of their own kind. When they do, the Childe's actions are the Sire's burden. }}
** In short, rule one and three are barely considered loose guidelines. Rule 2 is obviously considered a bad thing, mostly because Vampires expect it to be done to them next. They're usually right.
* The Camarilla from ''[[Vampire: The Masquerade]]'' had ''six'' Traditions which also needed to be followed to avoid the wrath of the elders:
{{quote|
'''2- Domain:''' When a vampire has a domain, all others must owe that vampire respect when in it, and none may challenge their word. This is primarily used for princes.
'''3- Progeny:''' Vampires may not create others of their kind without their elder's (read: the prince's) permission, or else both they and their progeny will be slain.
'''4- Accounting:''' If you do create another vampire, you're responsible for them until such time as you release them, including any trouble they might get into.
'''5- Hospitality:''' When traveling to a foreign city, you must present yourself to the prince of that city and gain his acceptance.
'''6- Destruction:''' Vampires are forbidden to kill each other. The right of destruction belongs only to your elder (read: the prince), and only the eldest among vampires of a given city can call a Blood Hunt. }}
** As you might expect, many of these rules get bent or outright broken with some degree of regularity. The Camarilla is especially hard on those who break the Masquerade.
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== Western Animation ==
* The "provisos and quid pro quos" of genies in Disney's ''[[Aladdin (Disney film)|Aladdin]]'':
{{quote|
2. A genie can't kill anyone (implicitly, even indirectly or nonmagically -- however, as is repeatedly warned, "you'd be surprised what you can live through ...")
3. A genie can't raise anyone from the dead.
There is an additional rule, saying that one cannot wish for extra wishes beyond the initial three. }}
** These were initially presented in the original movie as limitations on granted wishes, but became implicitly upgraded to general behavioral rules in the direct-to-video sequel (that also functioned as the pilot of the TV series).
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** Genies have no rule other than having to grant their master's wishes in any way they can interpret the wish's wording. When asked, genies usually claim their masters can't use any of their wishes to wish for more wishes. The only exception was when Crocker became Norm's master. Norm and Crocker shared a common interest (Timmy's destruction)
* Spoofed in ''Sev Trek: Puss in Boots'' when Commander Piker (Will Riker) is infected by an enormous zit that turns out to be an evolving sentient lifeform.
{{quote|
'''Piker:''' Captain, I have my own directive -- Always look out for Number One. The zit goes!
'''Pinchhard:''' Belay that popping!
'''Piker:''' I see -- it's my choice only if I choose what ''you'' want! }}
* In ''[[Avatar: The Last Airbender]]'', at the beginning of the second season, Aang wants to skip his Prime Directive of learning the four bending arts and go straight to the [[Big Bad|Fire Lord]] and take him out with the all powerful Avatar State, however he soon learns without control of this state he could easily hurt those around him and decides to take the traditional way by learning the bending arts first.
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