Law and Heat
Navigation |
---|
Novarion Sector Home Page |
Adventuring Rules |
Stress, Breakdowns, and Hardening |
Interstellar Trade |
Space and Starship Procedures |
Law Level
Law Level
Every polity has a Law Level, indicating what items are banned and how like the local law enforcement is to harass visitors. Law level is a representation of both how strong enforcement is, and how draconian the law is. Low law level polities might have harsh laws but can't enforce them or can only enforce them selectively, leading to a situation where there may as well be no law at all.
Each Law Level bans a set of weapons, armor, and other goods, along with everything banned at lower Law Levels.
Law Level | Weapons Banned | Armor Banned | Goods Banned |
---|---|---|---|
5 | None | None | None |
6 | WMDs, Maltech, Warbot (non-VI) | Pretech Armor | Maltech |
7 | Heavy and Vehicle Weapons | Power Armor | Weaponry Cyberware |
8 | All Pretech weapons and explosives | Combat Field Uniform | Hard Drugs, Black slab |
9 | All TL4+ firearms and military weapons | Woven Body Armor, Primitive Armor | Line Shunt |
10 | All Firearms | Security Armor | Soft Drugs, Pretech, Non-Defensive Cyberware, Metatools |
11 | All but Stun Batons and Small Prim. Weapons | Armored Undersuit | Medical Drugs and Equipment, Commercial Vehicles, Data Protocols, Non-Limb Cyberware |
12 | All Weapons | Secured Clothing, Armored Vacc Suit, Warpaint | Unsanctioned Consumables, Personal Vehicles, Computers without Spyware |
Banned items still exist on the planet, often in the hands of government agents or criminal organizations. If a character wants to use a banned item legal, less draconian worlds will allow the purchase of permits. A level-1 permit allows for the legal use of items banned at the Law Level, and a level-2 permit allows for items banned one Law Level lower. A permit costs 25 credits * permit level * Law Level and requires a character with Admin skill equal to the level of the permit to obtain. A permit only covers on type of one item; a character can get a permit for a laser rifle, but must separately purchase a permit for a laser pistol or a second laser rifle. Polities may award permits as rewards for services or exceptional citizenship.
The Law Level sets the difficulty for skill checks for sneaking and avoiding polity authorities.
During the following situations, the GM rolls 2d6 and compares it to the Law Level modified as noted; if the roll is lower, local law enforcement acts against the characters as described.
Situation | Law Level Modifier | Action |
---|---|---|
First arrival in polity | -2 | Check |
Foreigners wandering in settled areas (1/day) | -2 | Check |
Foreigners acting suspiciously | -1 | Check |
Unlicensed/Illegal services | -1 | Investigate |
Minor altercation (throwing hands) | -1 | Apprehended |
Shots fired | 0 | Apprehended |
Hacking detected/reported | 0 | Investigate |
Breaking and Entering | 0 | Investigate |
Firefight with military armor and weapons | +2 | Apprehended |
Murder, massive property damage, terroristic actions | +2 | Investigate |
Check: The authorities will run an identification check on the PCs and their ship. Unless the PCs can talk or argue their way out of it, the authorities will Investigate.
Investigate: Law enforcement looks into the PCs' activities. They will perform a deeper background check, connect incidents, tap communications, and search ships. If the PCs are cornered they may be called in for questioning. Unless players have a specific plan, authorities will make a series of opposed Connect, Notice, Admin, and Program rolls to find the evidence, with the additional of the Law Level Modifier for the event that prompted the investigation. If the authorities determine crime occurred, they will dispatch units to Apprehend PCs. Successful or not, investigations take 6d6 days - Law Level - Heat - each other ongoing Investigation.
Apprehend: Local law enforcement shows up ready to fight the PCs at their power level. They will attempt to take the PCs into custody. If an investigation has occurred, the PCs will be charged with their crimes and face a Trial; if a crime has not occurred, the authorities will Investigate. If the planet had bonds for suspects, the bond will be 500 credits * Law Level.
Trials
Once apprehended and charged, the PCs will be hauled in for a trial. Regardless of whether it is a legitimate trial or a kangaroo court, their performance at the trial will determine their Punishment. For polities with an inquisitorial or adversarial legal system, the PCs or their advocate can make an Admin/INT or Talk/CHA test against the Law Level, modified by the crime and other factors.1
For using or smuggling banned goods, the modifier is equal to the difference between the polity's Law Level and the Law Level banning the goods. Other crimes have set modifiers, shown below.
Crime | Law Level Modifier |
---|---|
Falsified identity, speech violations, minor theft (pickpocketing) | +1 |
Destruction of property, major theft | +2 |
Assault, lèse-majesté, grand theft auto or equivalent | +3 |
Manslaughter, extreme and valuable theft | +4 |
Murder | +5 |
Other Factors | Law Level Modifier |
---|---|
Presumption of Innocence | -1 |
Personal law: Crime committed against ennobled class | +2 |
Personal law: Accused is underclass | +2 |
Personal law: Crime committed against an underclass | -2 |
Personal law: Accused is ennobled class | -2 |
Punishment
The results of the Trial check influence what Punishment (if any) will be administered. The Degree of Failure is the difference between the skill check's target and the rolled result.
Degrees of Failure | Punishment |
---|---|
Success | No punishment or trivial punishment |
1 | Fine of 1d6 * 100 credits per ton of contraband or offense |
2 | Imprisonment for 1d6 weeks or fine of 1d6 * 250 credits per ton of contraband or offense |
3-4 | Imprisonment for 1d6 months or fine of 1d6 * 500 credits per ton of contraband or offense |
5-6 | Imprisonment for 1d10 months, exile or fine of 1d6 * 1000 credits per ton of contraband or offense |
7-8 | Imprisonment for 1d6 years or exile |
9-10 | Imprisonment for 1d6 decades or transportation |
11-12 | Life imprisonment |
13+ | Death |
Primitive worlds often have harsher punishments to compensate for poorer enforcement. Add 4 - the polity's Tech Level to the Punishment result on a failure.
Certain polities may have unique punishment charts. Exceptionally tyrannical polities may give the death penalty where this chart gives imprisonment; enlightened worlds may do away with the death penalty, imprisonment, or traditional punishment altogether.
Other Law Factors
Personal, Regional, and Unified Law
Most polities have a Unified legal system that applies throughout their entire controlled territory, on their planets and in their system.
Some polities have Regional law systems, where laws can vary from region to region. Under a Regional system, the GM rolls a 1d3 for each new administrative territory the PCs enter. On a 1, the area is 1 Law Level lower than the polity overall, and on a 3, the area is 1 Law Level higher. Ambiguities around the jurisdictions of the polity and the regional governments can be exploited by PCs can to avoid punishment.
Under Personal law systems, specific groups (classes, genders, family lineages, etc.) have enumerated benefits, and others have enumerated restrictions. While almost all law systems have biases, these are hard-coded and woven into the legitimacy of the polity's administration. Personal legal systems give benefits and rights to the ennobled class and harsher punishments to the underclass.
Presumption of Innocence
Polities with less tyrannical laws typically have a presumption of innocence: those accused of a crime are innocent until proven guilty. All other factors being equal, this leads to a slight bias towards the accused in trials.
Friction and Economic Law Level
Friction is the measure of the smooth functioning of a polity's economy, which is mainly used in Interstellar Trade. Friction can be thought of as an economic Law Level. Like the Law Level, Friction represents more than just the economic laws (ownership, transfers, taxes, licenses, enterprise, etc.) in a polity. It represents how much red tape, corruption, contract enforcement and other legal factors slow down and distort business and commerce. High Friction does not indicate an economically repressive polity. A polity might have relatively open and robust economic laws, but if all activity is tightly controlled by megacorp oligarchs it would have high Friction. On the other hand, a polity with restrictive economic laws but a robust and efficient distribution system would have less Friction (though not none.)
When dealing with strictly economic matters (legal property transfers, contract negotiations, zoning, licensing, permitting) or economic crimes (financial fraud, tax evasion, money laundering), use the Economic Law Level. The Economic Law Level is equal to 4 + the polity's Friction, +1 if the polity is Law Level 7-9 and +2 if it is 10-12 (maximum 12.)
Heat
As players take violent actions on a planet, the local polities and powers-that-be will take further notice. Heat measures how intense local planetary power brokers will scrutinize the players' specifically, and actively send hit squads after them. Heat is a planet-wide measure, as all sides disavow the destruction wrought by PCs.
Heat allows the planet to "remember" past PC actions, and give a metric for local groups to act accordingly.
Cause | Heat |
---|---|
Killing law enforcement officer | +2 |
Killing four or more law enforcement officers, or a uniformed soldier | +3 |
Killing a citizen or valued servant | +1 |
Killing a municipal official or business head | +2 |
Killing a regional official, minor CEO, or crime boss | +4 |
Killing a planetary figure, crime arch-boss, or megacorp C-suite | +10 |
Defaulting on major debt (starship, business) | +2 |
Using illegal weapons | +1 |
Using weapons of a Law Level two or more levels lower | +3 |
Blowing up a building | +5 |
Blowing up major civil infrastructure | +10 |
Widespread property destruction | +5 |
Using lethal gases or area poisons | +4 |
Ruining a critical plan by a regional power broker | +2 |
Ruining a critical plan by a planetary power broker | +5 |
Heat's consequences grow more severe as they accumulate. Additionally, very high head levels add a modifier to the Law Level rolls, making it harder for PCs to avoid scrutiny.
Heat Level | Consequence | Law Level Mod | Encounter Change |
---|---|---|---|
0 | No consequences. Power brokers will view PCs as opportunities rather than threats. | 0 | None. |
1-3 | Direct victims of the PCs will be aware and actively defend against them. Captured PCs are unlikely to be killed. | 0 | None. |
4-5 | Security forces will be actively appraised of the PCs and their capabilities. They will vigorously pursue the PCs. Captured PCs will be killed unless they have is a good reason not to. Governments will strip Level-2 permits. | 0 | None. |
6-7 | The PCs enemies are sending hit squads after them, and those that aren't view them as loose cannons. Governments will strip Level-1 permits. | +1 | Replace 1 settled encounter with a hit squad. Hit squads have legal weapons. |
8-9 | The PCs' enemies have unified and pooled resources to take them down or drive them off the planet. Other groups view them as dangerous criminals, who might drag them into open war (-1 reaction roll.) | +2 | Replace 2 settled encounter with a hit squad. Hit squads have weapons of -1 law level. |
10+ | At least one power group (government, military, criminal) has made the PCs' death a priority. Other groups view the PCs as marauding renegades (-2 reaction roll.) | +3 | Replace 3 settled encounters with a hit squad. Hit squads have military weapons and the backing of law enforcement. |
PCs can lose Heat over time, as the powers that be slowly forget, and their wounds heal.
Ways to Lose Heat | Loss |
---|---|
Laying low, after 1/2/4/8/16 months | -1 |
Turning themselves in | Special |
Paying fines | -1 |
Free work for a major powerbroker | Special |
Paying bribes | -1 |
Defeating a reprisal attempt | -2 |
Other polities may allow trial by combat or trial by ordeal, which require other skills.↩