Space Law Propossal

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Space Law is the name given to the set of corporate regulations approved by the Nanotrasen Board of Directors for use on their Space Stations. It applies to all NT employees, authorized visitors, and generally anyone that is legally aboard the station. These individuals are both protected by, and expected to follow, Space Law. Any individuals that board the station with hostile intent are not protected by Space Law. Central Command can authorize pardons for any named or un-named crimes as they see fit.

Interpretation of the Law

A rough understanding of Space Law is important in order to ensure workplace productivity for Nanotrasen employees, and to prevent any accidental crimes from being committed without one's knowledge. Furthermore, more in-depth knowledge of Space Law is recommended, if not required for intensive positions such as Captain, Head of Personnel, Warden, Head of Security, Security Officer, and Lawyer.

For certain crimes, the intention of the accused is important. The difference between Murder and Manslaughter can be hard to ascertain. When in doubt, you should default to the lesser crime.

Charging someone with multiple counts of the very same crime is completely disallowed; even if someone steals every toolbox on the station, you may only charge them with one count of Petty Theft.

Knowingly aiding a criminal is Aiding and Abetting. Offenders are to be charged with the same sentence as the person they helped, with a minimum charge of at least five minutes.

Crime Stacking

The rules regarding crime stacking (charging someone with multiple crimes simultaneously) are:

  • Crimes with notes that say they don't stack with another crime cannot be stacked with that particular crime, obviously.
  • Crimes which are very similar (e.g: contraband and drug possession, for the same item) cannot be stacked together; charge only the most serious crime instead.
  • Aside from the exceptions listed prior, crimes CAN be stacked together! For example, you could charge someone with BOTH 207 (breaking and entering) AND 107 (petty theft for breaking in and stealing something); the timers would be added together accordingly.

Brig Procedures

These special precautions are to be taken aside from standard Brigging Procedures:

  • Ask Plasmamen prisoners where their Internals Tank is located. Do not remove this tank, as it will kill them. In such a case where their clothes have to be changed, expedience is mandatory.
  • All Contraband is to be confiscated and placed in Evidence Storage; this includes tools used in a crime. These items are not to be returned afterwards.
  • Make routine checks on the Permabrig, Solitary, and Labor Camp areas if they happen to be occupied; this is especially important for the Warden.

Legal Representation and Trials

While prisoners are permitted to seek legal representation, Security is under no obligation to provide or allow it for crimes that do not warrant specifically permanent confinement or execution.

Lawyers exist to serve as a guiding hand and voice of reason within the sentencing process; however, lawyers have zero authority over the Brig, Security Personnel, Prisoners, or sentencing and any attempt to throw their weight around can, and should be, ignored.

  • Disruptive lawyer - If the lawyer is asked to leave the brig by the HoS, Warden or Captain, they must do so, and cannot return until one of those people allow it. If they return without permission, or are otherwise disruptive, Security may ask the Captain for permission to demote them.
  • Sentencing Conflicts - In instances where a conflict of opinion arises over the sentence of a prisoner, the following chain should be followed, in order of authority: Captain > Head of Security > Warden > Officer / Detective.

Use of Deadly Force

As a member of the station's Security force, you are one of the best armed and protected people on the station and are equipped with the latest in non-lethal weaponry.

Situations that warrant the use of Deadly Force are few and far between. In the vast majority of cases, you will be expected to use your non-lethal tools, which are often many times more effective than lethal options when it comes to defusing a situation. In general, if it is possible to capture personnel non-lethally, you should. If you do not, expect to have to justify yourself to Command to not get fired and to Administrators to not be Job-banned.

There are however certain circumstances where deadly force is permissible and usually granted when someone is hostile (attacking crew without reason):

Non-EOCs / Petty Criminals
Lethal force should never be used against a target that is not an EoC or is not set to Execute/Kill on Sight via lawful order. If they end up dead, the person in question has to be revived and sentenced/deconverted as soon as possible. Petty criminals met with lethal force are to be given immediate medical attention when captured.
Lethal's Authorized - Post-Combat Treatment/Revival Required
Armed and Dangerous
(Stun Weapons, Lethal's, etc.)
Multiple Assailants
(Armed or Otherwise)
Possessing Explosives
(Grenades, TTVs, etc.)
Enhanced Individuals
(Stimulants, Implants, Bio-Chips, etc.)
Revolutionaries
(Non-Heads)
Armoury Trespassers
(Armed or Otherwise)

Escape, Escape Attempts & In-Cell Vandalism

Remember: Always Ahelp if you want to escape as a prisoner. If you are unsure a prisoner has ahelped when playing security, please contact Staff via ahelp yourself!

  • Escape is defined as leaving the area they're confined to, without permission from security; breaking internal windows, without leaving the space they are confined to, does not count. E.g: temporary brig prisoners must be outside their own cell, permabrig prisoners must be outside of the prisoner-accessible area of the permabrig, and isolation cell prisoners must be outside of their specific isolation cell.
  • Attempted Escape is defined as attempting to break the barriers that keep the prisoner contained (e.g: cell windows, airlocks), or attacking any member of security in their cell. Temporary prisoners guilty of this can have their timer reset at the discretion of security. Permanent prisoners guilty of this should be moved to isolation temporarily. If Permanent prisoners attempt escape contact Centcom with a full report on the incident.
  • Vandalizing their cell is defined as breaking things in their environment in a way that does not help them escape. In cases of vandalism from a permanent prisoner you should isolate them temporarily, or remove privileges such as, Jukebox, PDA, etcetera. If it escalates further, put the prisoner in a straitjacket.
  • Temporary Prisoners who escape are to be re-brigged for the full timer they had before, plus an additional 5 minutes.

Additional Clarifications

Executions can be done only by electric chair, lethal injection, firing squad, gas inhalation, asphyxiation or beheading. Other means of Execution are illegal unless a prisoner requests them. Refer to the accrued amount of crimes on a particular person's list. In cases where the final sentence is equal to or greater than 45 minutes, it is to be changed to a Permanent Imprisonment sentence.

  • The greater good of the station should be considered when sentencing. If someone breaks into the AI Core to destroy a malfunctioning AI there is no need to charge them. Likewise, if the station is under attack by Nuclear Operatives you probably shouldn't be brigging people for trespassing. The intent of Space Law is to protect the station and the crew, not to hinder them.

Space Law

Keep in mind Crimes with low amounts of time can always be fined rather than jailed as well; you are encouraged to roleplay things out and make them fun for both the officer AND the criminal.

Crime Codes Quick Reference

Use this to quickly find Crime Code Numbers. You can click on the name of a crime to immediately navigate to it.

Crime codes are organized by a Category Code (_xx) which is a collection of non-stackable crimes on a row, prefixed by the Severity Number (X__).

Code 1XX - Minor
(5-10 minutes)
2XX - Medium
(10-20 minutes)
3XX - Major
(20-30 minutes)
4XX - Exceptional
(Permabrig)
00 Damage to Station Assets Creating a Workplace Hazard Sabotage Grand Sabotage
01 Disobeying a Direct Order Kidnapping Kidnapping of an Officer Attempted Murder
02 Battery Assault Inciting a Riot Major Trespass
03 Unlawful Tending Rioting Possession of Contraband Murder
04 Theft Abuse of Confiscated Equipment Grand Theft Mutiny
05 Trespass Robbery Assault of an Officer Unauthorized Entry
06 Resisting Arrest Breaking and Entering Manslaughter Rape in a Concealed Area
07 Disturbing the Peace Major Bottlenecking Rape in Public
08 Minor Bottlenecking Abuse of Power
09 Dereliction of Duty

Modifiers Quick Reference

Use this to quickly find Modifiers and their values. You can click on the name of a modifier to immediately navigate to it.

Some modifiers, such as Repeat Offender, Aiding and Abetting, and Parole have special clauses and conditions.

Situation Modifier Situation Modifier
Aiding and Abetting Partner's sentence; minimum of 5 Medical Attention Running Timer
Central Command Directive Sentence Overridden Parole Parole Until Release
Cooperation with Security 50% reduction Alternative Punishment Release when completed
Repeat Offender +10 mins on 3rd same offense Hostile Brainwashing Deconversion & Release
Self Defense Immediate Release Immediate Threat to Prisoner Immediate Release/Relocation
Surrender 50% reduction

Minor Crimes


All of these crimes are punishable by a warning, fine or sentence up to 5 minutes at the discretion of Security.

Code Crime Description Notes
100 Damage to Station Assets To deliberately damage the station or station property to a minor degree with malicious intent. Departmental Pets, Cyborgs, Xenobio golems, and personal pets are station property. Graffiti is not considered Damage to Station Assets, but destruction of personal belongings or property is. For serious damage to station property, see Sabotage.
101 Disobeying a direct order Ignoring a lawful order given by your head of staff, Head of Personnel, Captain or associated security personnel. Ignoring a lawful order even though it is completely safe to carry out and does not breach any space laws.
102 Battery To use minor physical force against someone without intent to seriously injure them. Repeated attempts at disarming (more than 3), tabling, non-lethal chokeholds, minor punching (less than four), smashing bottles on heads, and stunning are all considered battery. For serious harm, see Assault.
103 Unlawful Injection To inject or administer drugs without consent. This includes panty dropper and space weed. DNA injectors are included. Med/Sci staff are not subject to this law so long as they are using drugs to help crew.
106 Abuse of Equipment To utilize security/non-lethal equipment in an illegitimate fashion. The use of disabling devices, such as Flashes, Batons, Tasers/Disablers, and non-lethal rounds, outside the range of one's assigned duties.
107 Petty Theft To take items from areas one lacks access to, or to take items belonging to others/the station as a whole. Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them is guilty of Petty Theft. Resisting demotion is considered Petty Theft. For more serious cases, see Theft or Robbery.
108 Trespass To be in an area which a person lacks authorized ID access for. This counts for general areas of the station. Remember that people can break in, sneak in, or be let in. Always check that the suspect wasn't let in, or was otherwise given access. Trespass and Theft are often committed together; both sentences should be applied if so. For restricted areas, see Major Trespass.
109 Resisting Arrest To resist an officer who attempts a proper arrest or search. Personnel that have been illegitimately arrested cannot be charged with this law. Screaming over comms is not Resisting Arrest; the person must be actively attempting to either run away or attack the arresting officer.

Medium Crimes


All of these crimes are punishable by a sentence of 5 to 10 minutes at the discretion of Security.

Code Crime Description Notes
200 Creating a Workplace Hazard To endanger the crew or station through negligent, but not deliberately malicious actions. Examples of this crime involve accidental plasma leaks, slipping hazards that cover a room or the whole hallway, shocking doors, breaking windows to space, or Security personnel not keeping their equipment secure outside of the brig. A banana peel in the corridor is not a hazard. A banana peel in front of the singularity is. For Workplace Hazards that lead to death, see Manslaughter.
201 Kidnapping To hold a crewmember under duress or against their will. Physical harm is not required for this law to apply; the crewmember must simply be kept in, or forcefully relocated to, a location against their will and be prevented from leaving. Cuffing/Restraining any personnel against their will, outside of legal arrests, qualifies as Kidnapping. For kidnapping of Command/Security see Kidnapping of an Officer.
202 Assault To use excessive physical force against someone without the apparent intent to kill them. To cause serious but non-critical harm to another crewmember; this includes forcible/deceptive ingestion of toxic or illicit substances. For life-threatening harm, see Aggravated Assault.
203 Narcotics Distribution To distribute harmful substances. This includes any substance that can bring harm when ingested or sprayed on crew. It is not illegal for them to be grown as flora in botany. Forcing or tricking someone to consume harmful substances, as well as overdosing with malicious intent, is Assault.
204 Rioting To partake in an unauthorized and disruptive assembly of crewmen. It is required to order the crowd to disperse; failure to disperse is the crime, not the assembly itself. Crimes committed during the riot are considered separate offenses. For the ringleader of a riot, see Inciting a Riot.
205 Abuse of Confiscated Equipment To take and use equipment confiscated as evidence. Evidence is not to be used for anything but evidence with the exception of the Syndicate Encryption Key. Anything used in a crime is considered evidence, this includes everything from tools, to guns, to emags. For general abuse of security equipment, see Abuse of Equipment.
206 Robbery To steal items from another's person. Remember to return the stolen items to the lawful owner. Stealing an ID is the most common and serious form of robbery. If the victim was SSD, ahelp it - this isn't allowed.
207 Breaking and Entering Forced entry to areas where the subject does not have access to. This counts for unsecure areas. Actual entry needs to occur for this law to apply. Damage to external surfaces without entry is to be considered Damage to Station Assets. Does not stack with Damage to Station Assets unless damages also occurred after entry. For secure areas, see Major Trespass.

Major Crimes


All of these crimes are punishable by a sentence of 10 to 15 minutes at the discretion of Security.

Code Crime Description Notes
300 Sabotage To hinder the work of the crew or station through malicious actions. Deliberately releasing N2O, bolting doors, disabling power for a small area of the station, destroying cyborgs, and constructing disruptive barricades are all examples of sabotage. For more violent forms, see Grand Sabotage.
301 Kidnapping of an Officer To hold a member of Command, Security, or any Central Command VIP under duress or against their will. Physical harm is not required for this law to apply; the crewmember must simply be kept in, or forcefully relocated to, a location against their will and be prevented from leaving. Cuffing/Restraining any personnel against their will, outside of legal arrests, qualifies as Kidnapping of an Officer. For kidnapping of non-Command/Security, see Kidnapping.
302 Aggravated Assault To use excessive physical force resulting in severe or life-threatening harm. Breaking bones, disfiguring, causing internal bleeding, or otherwise putting someone into a critical state. If the victim dies as a result of their injuries, see Manslaughter or Murder.
303 Inciting a Riot To attempt to stir the crew into a riot. The offender should also have restrictions placed on their radio traffic and be given a tracking bio-chip. For second offenses or violent uprisings, see Mutiny.
304 Possession of Contraband To be in the possession of contraband items. For information on what items are contraband, see Contraband. Contraband obtained from non-Syndicate sources (Gateway, Lavaland, etc.) is still illegal under this law. Personnel turning in contraband to Security of their own volition are exempt from this law.
305 Theft To steal restricted or dangerous items from either an area or one's person. Weapons fall into this category, as do valuable items that are in limited supply such as spacesuits and jetpacks.
Breaking open Cargo crates to illegally arm/armor one's self, or cracking/drilling restricted area safes, is theft. For theft of minor valuables, see Petty Theft.
306 Assault of an Officer To use excessive physical force against a member of Command or Security without the apparent intent to kill them. To cause serious but non-life threatening harm to a member of Command or Security. For disarming, grabbing, or stunning an officer during an arrest, see Resisting Arrest. Battery, Assault, and Aggravated Assault do not stack with this charge.

Exceptional Crimes


All of these crimes can result in Permanent Prison Time, Exile, or Permanent Labor Camp Time.

  • Only the Captain, Head of Security, and Warden can authorize a Permanent Sentence.
  • Only Central Command can authorize an Execution or Exile.
  • If a prisoner requests an Execution or Cyborgization, they may be given one after you receive permission from Central Command.
Code Crime Description Notes
400 Grand Sabotage To engage in maliciously destructive actions which endanger the crew or station. Releasing damaging/lethal viruses, hotwiring the engine, disabling the gravity generator, disabling power for a department (or equivalently large portion of the station), subverting or destroying the AI, opening several holes in the station hull, setting fire to large areas, detonating multiple cyborgs, and activating high-yield explosives all count as Grand Sabotage. For lesser acts, see Sabotage. If death was caused, see Murder.
401 Manslaughter To cause death to a person via deliberate attack or excessive negligence, without any intent to kill. Any effort to prevent the resuscitation or cloning of the victim raises this to Murder. If any evidence of intent exists, see Murder.
402 Attempted Murder To use excessive physical force with the intention of causing death. Use of lethal weaponry such as firearms and explosives are considered as intent to murder. If aid was rendered to the victim by the perpetrator afterwards, this may actually be Manslaughter.
403 Major Trespass Being in a restricted area without prior authorization. This includes the armory, AI upload chamber, vault, etcetera. To enter an area one lacks authorized ID access for through either forcible entry or an existing opening. For non-restricted areas, see Trespass. ((Additionally, committing this crime is usually against the rules for non-antags))
404 Grand Theft To steal items of high value or sensitive nature from either an area or one's person. Theft of cutting-edge technology, documents, and research samples. Examples include the nuke, hand teleporters, the Captain/Head of Security's Antique Laser, Captain/HoP level ID cards, mechas, and departmental door remotes. Almost all High-Risk Items fall in this category. For theft of less important property, see Theft or Petty Theft.

Modifiers & Special Situations


Situation Description Notes Modifier
Aiding and Abetting To knowingly assist a criminal. Knowingly assisting a criminal is a crime. This includes but is not limited to: interfering with an arrest, stealing a prisoner in transit, breaking a prisoner out of the brig/prison, and hiding a fugitive. If the aided prisoner ends up receiving no charges, apply a five minute sentence to the offender. The original criminal's sentence; 5 minute minimum
Central Command Directive To be issued a pardon/sentence modification by Central Command. Central Command may, under certain circumstances, legally waive sections of Space Law. Irrespective of the original crime, if a pardon or modification to a sentence is issued it is to be followed immediately. Immediate Release/Modification
Cooperation with Security Being helpful to the members of security, such as by revealing useful information during questioning. Note that the information must be true in order for this modifier to apply. Prisoners giving false information to officers should not be awarded time off. 50% reduction
Hostile Brainwashing To be under the mind control of a Cult, Head Revolutionary, Vampire, or other mind-controlling entity. Any brainwashed person is to be detained non-lethally and deconverted or dethralled. Deconverted/dethralled persons are to be immediately pardoned of their crimes and released. Any contraband or dangerous items found at the time of deconversion are to be confiscated without punishment. Deconversion & Release
Immediate Threat to Prisoner A severe threat to a prisoner's person. The singularity eats something near the brig, an explosion goes off, etc. Officer must relocate the prisoner(s) to a safe location or otherwise immediately release them. Immediate Release/Relocation
Medical Attention A sick or injured prisoner requires medical aid. Prisoners are entitled to medical aid if injured or sick. In cases of self-harm, aid may be rendered at the discretion of Security. The timer continues to run during this time. Running Timer
Parole To be released, under parole, before the allotted sentence for a crime is up. Several requirements must be met in order for parole to be granted. See: Legal SOP, Parole Section Parole Until Release
Alternative Punishment Alternative methods of punishing While already detained inside the brig and awaiting a sentence, you can ask security for an alternative punishment for sentences lower than permanent confinement. The prisoner will use their body to perform sexual acts for security if the HOS or Warden agrees to such a punishment. If none of these roles are available then normal security personnel may agree. Refer to Legal Standard Operating Procedure for options in this regard. Release when completed
Repeat Offender To be brigged for the same offense more than twice. Offenses must not be committed as part of one crime spree, and must be separate repeat offenses. Upon the third sentencing for the same crime, ten minutes is to be added. An additional ten minutes is to be added for every successive imprisonment. After three applications of this modifier (on their fifth same-crime offense), the perpetrator is to be permabrigged. 10 minute cumulative addition on 3rd offense.

Permabrig on 5th offense.

Self Defence Acting to protect one's self, coworkers, or workplace. Persons intentionally getting involved in fights which occur in a department that isn't theirs is an act of vigilantism, not self-defence. Self-defence typically involves attempts to disarm or disengage, beating someone while they're down should be considered Assault unless the defender's life was in danger. Immediate Release
Surrender Willfully surrendering to Security. Coming to the brig, confessing what you've done, and taking the punishment. Getting arrested without a fuss is not surrender. 50% reduction

Contraband in Crime along with Gun Confiscation and Weapon Laws

Any crewmate who has not commit a crime this shift may possess, own, and use any non-explosive weapon they desire, assuming they can legally acquire said weapon. This does not apply to anyone who has commit a crime earlier into the current shift; any previously-arrested individuals in possession of weaponry should be arrested for possession of contraband.

Keep in mind that, if you commit a crime and have a gun, you can potentially be shot due to you having a potentially lethal weapon, though security is advised to ALWAYS bring the criminal to medbay to be healed before processing them and removing their contraband/items used in said crime.

Contraband is defined as: goods or merchandise whose importation, exportation, or possession is forbidden; this can include items used in a crime. Taking an item not involved in a crime is not allowed, i.e, you cannot take a clown's shoes because you find them annoying, BUT you can take a knife from a clown if he stabs someone.

Contraband would also apply to Perma Prisoners, you should not allow them to have such items. In the case of perma prisoners contraband would be as follows:

  • Tools (non recreational or not approved by an officer or Warden)
  • Dangerous seed types (nettles, gatfruit, any kind of bluespace fruit)
  • Weapons, homemade or not, should be confiscated (this includes shanks and other sharp objects)

Criminal Guidelines

These guidelines exist to explain the relationship between the in-game rules and space law, so players can better understand what kinds of crime, criminal characters, etcetera, can safely be attempted without getting into any OOC trouble. With that said, these are NOT rules, they have NO weight on the decisions made by staff, and these do NOT overwrite any part of the in-game rules; attempting to quote ANY of these guidelines when a staff member is speaking with you will not help your case.

In-character motives versus out-of-character motives:

When committing any kind of crime, there are two possible reasons behind why your character would do such a thing; an in-character goal or motive, or an out-of-character goal or motive. In-character motives are, typically, more roleplay-oriented, or directly relate to the circumstances in the current shift; on the flipside, an out-of-character motive is a goal that does not relate to the character you are playing, and instead comes from your own, personal goals.

Out-of-character motives do not improve or foster roleplay in any way, so they are not tolerated by the rules nor staff. Examples of out-of-character motives include, but are not limited to; wanting to 'give security something to do', wanting to steal specific, powerful items for personal gain, being motivated by out of character information (such as information gained while ghosting), etcetera. Simply put, committing crime isn't an issue, but powergaming, metagaming, etcetera, IS, and will result in OOC punishment; crime, criminal characters, etcetera, can easily lead to meaningful roleplay if done right!

As such, you should not attempt to justify your character's in-character actions with your own, out of character goals. Obviously, you may create a criminal character due to your own interests and enjoyment, however, you should still give said character proper, in-character justification for their actions as well; simply put, you must have an in-character reason WHY your character would do such a thing to begin with. For example, perhaps your character is some sort of thief, whom sells stolen goods for some extra cash in maintenance- Or, maybe your character has turned to vandalism in protest of Nanotrasen's greedy, capitalistic policies, etcetera. Giving your character a good, in-character REASON to commit crime gives you a gimmick to roleplay with, and it offers an engaging opportunity for roleplay between your character and other crewmembers.

Round disruptions:

Any activities that negatively impact a large number of other players, or severely impacts a small group of players, violates rule two. As such, it is important to make sure your crimes do not ruin the round for other players in the process of committing them! Generally, your crimes should not lead to a very, very lengthy manhunt, they should not cause areas to become uninhabitable, nor should people die because of your character's actions. Furthermore, rule four protects ERP, and requires unrelated individuals to get LOOC permission before intervening; as such, your actions should avoid interrupting people who are clearly, actively roleplaying. The IMPACT your crimes have on the round will greatly impact whether or not you are punished by staff for your actions; for example, vandalizing a security checkpoint in protest of Nanotrasen likely will not result in staff intervention, but breaking into the vault or armory definitely will.

Resistance:

The first thing to do when committing a crime, or making a criminal character, is to accept that you WILL be arrested; obviously, you are not expected to turn yourself in after every crime, however, leading security on an excessively long manhunt will result in staff intervention. As such, attempting to EXTENSIVELY flee, or otherwise 'beat' security, generally will not go well, and likely violates the rules. Instead, your character's inevitable arrest should be seen as a chance to start an interaction with security themselves. After all, the arrest procedures (listed further above) REQUIRES security officers to request compliance from the suspect before using force; this gives you the perfect opportunity to interact with the security members present, as they should not turn to their weapons until your character either refuses to come willingly OR attempts to flee!

Better yet, your patience may even be rewarded; if the security officer fails to follow proper arrest procedures, they themselves will likely be arrested. Of course, you may still attempt to flee if that is what your character would logically do, however, you do not have to flee from the START; if you give the officer a chance to speak, you may get an enjoyable interaction out of the whole ordeal!