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*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of 'equal value' taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of 'equal value' taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.
*Lonestar's disposal and recycling room. Lonestar shares the rights with the Church to this area but the church may not take any form of materials or items except items containing significant bio-matter (ex. animal meat, bio sheets, food, clothing, etc. etc.). Neither faction may order the other to leave under any circumstance, this location is considered jointly controlled and should not be modified without approval of the prime and CEO.
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.



Revision as of 00:19, 11 March 2023

The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official Guide to Marshals. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see Standard Operating Procedure. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.

Law's protections, and rights only apply to colonists and colony allies. Visitors, outsiders, and groups unconnected to the colony have no rights and therefore no protections under the law.

Interpretation of the Law

All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.

A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party's intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.


All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.

Here are a few basic to-know bullet points for officers:

  • To ensure you, as an arresting officer, don't fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by standard operating procedure.
  • As an arresting officer, follow the Guide to Marshals to ensure you don't fall foul of legal proceedings.
  • In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.
  • A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as 'crime-stacking', which is against SOP and law.
  • When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.
  • The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer. Timers begin when plugged in on a cell's console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.

Victim Rights

A victim holds the right to drop charges if the listed charge allows it. This would apply to charges such as: Assault, Theft, Trespass, or other 100 to 200-tier offenses. Victims may also collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. Both of these clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.

There are some exemptions, however. Such as in the case of any 'red paragraph crime', such as those equal to a 400-level “Exceptional” charge or a 500-level “Capital” charge. These charges include crimes such as attempted murder, manslaughter, grand theft, or the like and may not be dropped at any time by a victim. The reason being that these criminal acts extend further than creating a victim, but also threatening the lives of others. Officers 'may' take into account an offender’s circumstances and a victim's testimonial when deciding intent and timers but no dropping of charges may occur.

Fines & Timers

Some crimes may offer either a fine or a timer, or in some cases, 'both' a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be.

Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.

Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge unless modifiers are added on; such as a repeat offender who would receive double the time. Timers 'may' be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.

Heads of Staff & Lower Council Law

Heads of staff are not above the law, and can be arrested by the marshals for breaking it. The 'only' time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario.

A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served. Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.

A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as 'HuJ' / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal must follow the Legal Standard Operating Procedure to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself. It is ultimately up to the Lower Council if they wish for a proper legal court trial or to operate as they would a normal meeting, but one of the two options must be used.

The Low Council may opt to give timers over the normal-maximum, set specialty timers, or issue specific parole conditions via tribunal and deliberation if desired. These rulings may be overturned by the High Council if its conditions are found to be unreasonable or a violation of employee rights.

Legal Procedure

Tribunals are the main way major decisions are made aboard the station and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. Basically it's the same as the old trial, but without a jury and slightly streamlined. An AI may fill in for a premier for tribunals and can be trusted to be accurate, however, an AI may not replace a premier for the purpose of voting for execution.

  • Purpose: For crimes or decisions that require more than one person, or crimes where there is no set punishment.
  • Overview: A minimum of three heads of staff must discuss this issue and vote on the outcome with a premier (or AI substitute) over seeing the tribunal.
  • Process: The premier (or stand-in AI) should call the heads of staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.
  • Conviction: The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the premier's vote wins. For an execution to take place, the vote must be unanimous.
  • Sentencing: If the vote passes, the outcome may be enacted, usually by the marshals. The decision can be appealed once by either the defendant or a volunteer.

Law in Relation to Outsiders, Allies, & Others

Colony law is not extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.

For simple terminology of colony law:

  • "Employee" / "Colonist" = A member of the colony or an employee of one of the colony's various factions. These rights are extended to all members of the colony and all members of departments.
  • "People" / "Person" / "Someone" = This covers any sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement.

Outsiders are only protected under colony law under the term 'people', 'person', 'someone', or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.

Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of Terrorism depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.

Security personnel are to obey these clauses and understand the wording.

Salvaging Rights

These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the 'claim' and apply to all colonists of the Nadezdha Colony as well as Colony Allies and 'Neutral' third parties. Basic salvage rights entail only the following caveats;

  • Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the 'first claimant'. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.
  • Clearly owned property must be respected. A labeled cart, a gun who's serial is registered and thus known - these are considered personal property, and must be respected.

Additionally the following rules apply to all 'claims'

  • If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property.
  • Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene's boundaries will be clearly marked by tape set up by Marshals or Blackshield.
  • Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned.
  • The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.


Types of Salvage Claims

In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free

  • Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their 'rightful property'. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier "Breach of salvage rights" should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.
  • Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.
  • Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.
  • Free areas are neither within colony territory nor hold any special claim. These areas are typically considered 'free' of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).


Known claims and their status

  • The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are 'colony property' and not subject to claims by non-colony forces.
  • Colony maintenance is 'unclaimed', thus only basic salvage rights must be respected.
  • The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. 'Preppers' bunker. 'Ironhead compound' Smuggler base. 'Zoo' research facility.
  • The 'Scrap haven' is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim.
  • The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge
  • The 'Salvage Fields' are 'free' claims, though basic salvage rights should be respected.
  • The assorted, smaller 'Points of Interest' in the immediate vicinity of the colony are 'uncontested'(E.G, scorched outpost, lost outpost, etc).

Enforcement of Claims and Jurisdiction.

As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play.
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter.
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.

Additional Caveats

  • Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc.
  • The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of 'equal value' taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences
  • Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.
  • Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.

Contraband Policy

Minor Contraband

Minor Contraband
Chemicals
  • Zoom
  • Mind Breaker
  • Warlock Velvet
  • Slime Jelly
  • Cryptobilin
  • Impedrezene
Devices
  • Thermal Goggles (this includes implants)
  • Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)
  • Chameleon devices (gloves, projectors, suits, armor, guns, etc)
Technology
  • Hardsuit Voice Synthesizer
  • Data Jack module
  • Electro Warfare module
  • Thermal Modules (Including built-in thermal helmets & rig-mounts)
  • Chameleon device (clothing forms, projector, etc)

Minor Contraband Exemptions & Stipulations

  • Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.
    • If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader.
    • Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria's supervision.
  • The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.
  • The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).
  • All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.
  • ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.
  • Any weapons confiscated as in violation of the colony's 'Long Arm Policy' are considered contraband items. They are to be logged and placed into storage effective immediately in accordance with SOP.

Major Contraband

Major Contraband
Chemicals
  • Zombie Powder
  • Demon Powder
  • Chloral Hydrate
  • Polytrinic Acid
  • Voice Nanites
  • Handy Prints Nanites
  • Napalm
  • Tetraricide (Sweet Death)
Devices
  • Bluespace Harpoon
  • Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)
  • Any and all Uplink devices.
  • Freedom implant, Compressed matter implant, Explosive implant
  • Chameleon device (Object Chameleon device cloner)
Technology
  • Combat mechs (Durand, Gygax, Phazon)
  • Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.
  • Any mind swapping technology.
  • All Teleporters (modules, hand teleporters, etc.)
  • Stealth Fields (any form, hard-suit or otherwise)
  • Functioning Cryptographic Sequencer (Also known as an Emag)

Major Contraband Exemptions & Stipulations

  • Soteria may test combat mechs at a firing range or outside the colony but must announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may not be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.
    • Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The proper forms should be filled out and the mech either housed inside of the employee's designated department or within Soteria's mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.
    • Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.
  • The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).
  • Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.

Explosive Exemptions

Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.

Exceptions to the above clause may only be found in four cases:

1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.

2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.

3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly, similar to the transport of rifle class firearms. In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.

4. Permits may be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.

Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of terrorism, manslaughter, or murder. Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.

Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.

Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?

Was the device and potential containers holding it secured behind access locked doors?

Was the location of the device(s) kept discrete and related information on a need to know basis?

Excelsior Equipment / Excelsior Contraband

Excelsior Equipment

Note, if it's marked Excelsior (EXCLUDING SOAP), it's Excelsior Contraband. If it isn't, it's fine.

Excelsior Guns and Armor
  • Excelsior Branded Weaponry ("Excelsior Kalashnikov", "Excelsior Drozd", "Excelsior PPSh", etc.)
  • Excelsior Branded/Colored Armored Voidsuits & Helmets
Excelsior Technology
  • Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)
  • Excelsior Branded Implants
  • Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)
  • Excelsior Branded Power Cells
Excelsior Machinery
  • Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)
  • Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)
  • Excelsior Branded Boom Boxes

Excelsior Contraband Exemptions & Stipulations

  • Excelsior equipment may never be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.
    • Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.
    • Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department's industrial autolathe or through their department's nanoforge machine.
    • Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.

Modifiers & Special Situations

These may reduce or increase your sentence depending on circumstances relating to the crimes committed.

Modifier Description Effect
Cooperation with Prosecution or Security To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. 25% to 50% timer reduction.
Surrender To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. 25% to 50% timer reduction.

Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be overturned at WO discretion.

Self Defense To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party.

For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.

The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting officers to determine this modifier.

Immediate Release.
Good Samaritan Clause To act in what one, or any other reasonable person, would believe is in good faith and with due caution and regards for the safety of others. Including in the defense of a person’s life or to act if another person is in imminent threat of serious injury and/or death. Failure to comply with an investigation of any crimes is not considered a “Good Samaritan” as it falls out of the category of a ‘reasonable person’.

Examples include pulling a gun to rescue a colonist from hostile lifeforms, breaking a department’s window to pull out a colonist, etc. A ‘Good Samaritan’ does not do such acts for financial compensation; any exchanging of goods for the service is no longer covered by such a modifier. Acts found to be without reason, or with flawed logic (I.e misinterpreting calls for help, ignorance of a situation or ‘over-escalation’ of a tense situation) do not count as reasonable actions and are thus not protected by this clause.

Immediate Release, with all charges (barring that of Friendly Fire) being dropped against the individual.
Entrapment To be charged with a crime the offender was induced to commit by a fellow colonist and, without their help, either would not have or could not have committed.

Other forms of entrapment may vary; such as officers placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.

Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.

In cases of security operated entrapment offenses the officers running the operation should be charged with Violation of Employee Rights.

Repeat Offender To be charged with the same crime/violation.

Examples include repeat offenses of vandalism, assault or contraband distribution.

For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. This only is applied for repeated crimes on the same shift.

Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer

Immediate Threat or Severe Health Threat to the Prisoner To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health. The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.

If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.

Medical Treatment Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured. Medical personnel should be called to brig or the prisoner may be treated by an officer with proper knowledge in brig medbay.

In cases of needed surgery or serious injury medical staff must be called and the prisoner escorted to medbay to undergo treatment.

Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.

Use of psionic powers To use psionic powers to commit a crime of any kind. Note, the person must use their powers in aid of a crime, not simply be a psion or capable of using psionic powers. Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a psion used their powers to commit a crime, however, due to the nature of psionic powers being easy to remove, hard evidence is not required. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the psion would be HuT'd, it is highly encouraged to have their powers removed via cranial surgery. Use of sedatives to prevent active power use before surgery is suggested. A psion using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their psionic powers should be removed before being defibbed.
Crime by AI/Cyborg For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. This refers to either the colony AI or the colony cyborgs. In the instance that they have committed a crime, Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested. Cyborgs can have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. The same goes for the AI, however, a warrant is specifically required to enter its core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. However, if it is found that these actions were done with bad evidence or in bad faith, the Marshals responsible will be charged with §203 (Illegal Detention, Arrest or Holding), with possible demotion.

As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more.

Use of Genetic Enhancements To utilize any genetic enhancement to commit a crime of any kind. Note, in regards of some enhancements, the person must use them in aid of a crime, not simply be genetically enhanced or capable of using key genetic enhancements. Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a genetically enhanced individual used their capabilities, unless said capabilities were passively running. However, due to the nature of genetic splicing being easy to remove with mutagenic purgers from Soteria, hard evidence is not required, albeit Soteria should have provided information that said individual was enhanced in a timely manner. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the individual would be HuT'd, it is highly encouraged to have their enhancements removed via mutagenic purger. A enhanced individual using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their genetic enhancements are to be removed immediately. Furthermore, the individual can be barred from Soteria genetics as a result of this modifier for the shift.

Quick Reference Guide

This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers CAN NOT be stacked unless stated otherwise within the crimes description.

Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault.

Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.

Code # Minor Offenses (1XX) Moderate Offenses (2XX) Major Offenses (3XX) Exceptional Offenses (4XX) Capital Offenses (5XX)
X01 Vandalism Failure to Obey Safety Protocol Negligence Sabotage Terrorism
X02 Failure to Execute an Order Obstruction of Duty Failure to Execute an Order with Serious Consequences - Mutiny
X03 Violation of Employee Rights Illegal Detention, Arrest or Holding Fraudulent, Excessive or Incorrect Charges Exceeding Official Powers -
X04 Battery Assault Aggravated Assault Manslaughter Murder or Attempted Murder
X05 Theft Extortion, Blackmail and/or Bribery Abuse of Confiscated Equipment Grand Theft Espionage
X06 Minor Contraband Major Contraband Illegal Modification of AI/Cyborg Operating Excelsior Equipment -
X07 Suspicious Conduct Escaping from Confinement / Debt Illegal Blocking of Areas - -


X08 Trespass - Infiltration - Grand Trespass
X09 Rubbernecking Resisting Arrest or Sparking a Manhunt Organizing a Breakout - Escaping from HuT Sentence
X10 Threat of Murder or Serious Injury Excessive Use of Force Severe Use of Excessive Force Mistreatment of Prisoners Wrongful Execution
X11 Sending a Time Wasting Fax Forgery Breach of Salvage Rights - -
X12 Violation of an Injunction Disrespect of the Dead Animal Cruelty - Slavery
X13 Public Indecency Sexual Harassment - Unwilling Teleportation Sexual Assault


Quick Reference Punishment

Offense Type Minor Offenses (1XX) Moderate Offenses (2XX) Major Offenses (3XX) Exceptional Offenses (4XX) Capital Offenses (5XX)
Quick-Reference Punishments Fines suggested; timers applicable.

See crime for timer.

Some fines offered depending on crime; timers suggested.

See crime for timer.

Timers only. Timers applicable to some crimes; HuT is commonly standard punishment. HuT with possibility for legal execution or permanent exile depending on the crime.

Specialty Charges

Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.

Specialty Charge Description Repercussion / Procedure
001 - Defaulting on Debt To default on one's debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services. The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.

In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor's personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt.

002 - Friendly Fire To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team. A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.

Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.

All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.

In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.

003 - Suicide Attempt To physically attempt to or credibly threaten to end one's own life either through radio communications or while in brig. Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.

Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination.


004 - Disturbing the Peace To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth. A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.
005 - Lack of Security, Medical, or Employment Records To be a registered member of the colony without any form of qualified records. This does not apply to outsiders visiting the colony nor members of the Hunters Lodge.

All members of the colony are required to meet the minimum requirements highlighted within the Character Records Section of Example Paperwork.

If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.

If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.

An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records records is to receive a 303 charge.

Minor Charges

Crime Code Name of Crime Description Notes Fine/Timer
§101 Vandalism To deliberately damage or deface colonial or departmental property without malicious intent. Damaging robots counts toward this. This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area. Timer of no more than 10 minutes

Or a fine of 500 credits.

§102 Failure to Execute an Order To ignore or disregard a superior's valid orders as long as they remain legal and within SoP. This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty. Timer of no more than 5 minutes

Or a fine of 250 credits.

§103 Violation of Employee Rights To deliberately deny an employee certain rights, as defined in Standard Operating Procedure This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply.

This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.

Timer of no more than 20 minutes

Or a fine of up to 1,000 credits to be paid to the victim.


§104 Battery To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated. Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as Assault. Timer of no more than 10 minutes

Or a fine of up to 500 credits.


§105 Theft To steal items that are owned by another department and/or person. This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to.

If money or items are taken via threat of harassment see Extortion/Blackmail.

If the item is extremely expensive or irreplaceable see Grand Theft.

Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.

If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see Defaulting on Debt.

§106 Minor Contraband To be in possession of contraband, including drugs, that isn't dangerous to other members of the crew.

See Contraband Table.

For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.

If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, Assault and Extortion should apply.

Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.

Timer of no more than 15 minutes

Or a fine of up to 750 credits.

Contraband must be confiscated off the offender and placed into evidence.

§107 Suspicious Conduct To wield a dangerous weapon near other staff, to extensively inquire about critical areas, attempt to conceal one's identity in public, to attempt to impersonate other staff members, or actively stalking other employees. This charge applies to those who purposefully brandish weapons, such as held in their hands or at the ready, near other staff as non-security when not in a state of alert.

Concealing one's identity with a mask, attempting to do another department's job while capable staff are present or posing as a staff member in another department.

Timer of no more than 5 minutes or aging of up to 250 credits.

Immediate search on the person and known residence should be commuted. Tracking implant may be issued upon repeat offenses or cases where security concerns are raised.


§108 Trespass To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department's relevant staff.

Security personnel and council members conducting colony related investigations may not be asked or made to leave if they have access to that area normally.

Trespassing is typically accompanied with other crimes such as Vandalism, if doors are broken through or wires are cut, or Theft if items are stolen.

If the offender breaks into the brig, any command quarters, colony bridge or the outer perimeter see Infiltration.

Timer of no more than 5 minutes

Or a fine of up to 250 credits.


§109 Rubbernecking Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue. This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.

This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see Illegal Blocking of Areas.

Forceful removal from the area. Detainment until the situation in question has been resolved.

If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.


§110 Threat of Murder or Serious Injury To threaten to kill, maim, seriously injure an employee. For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.

If gestures include a weapon, see Assault as additional charge. If the offender stalks the victim see Suspicious Conduct as an additional charge.

Timer of no more than 15 minutes

Or a fine of up to 750 credits.

§111 Sending a time wasting fax See Faxes To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in Faxes it outlines what is and isn't a time wasting fax. This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals. 15 minute in a cell or a 750 credit fine.


§112 Violation of an Injunction To violate the terms of an injunction made by the marshal or other legal professions. Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too. Timer of no more than 15 minutes.

No fine may be issued on this charge.

§113 Public Indecency To be in public colony areas or faction departments, in nudity or doing explicit sexual activities. This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters.

What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.

Timer of no more than 15 minutes.

Or a fine of 500.

Moderate Charges

Crime Code Name of Code Description Notes Timer
§201 Failure to Obey Safety Protocol To willfully ignore safety measures keeping crew out of a crisis zone. Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this.

If a colonist is killed because of it, add Manslaughter to the charges.

Being trapped inside a dangerous area and just trying to escape doesn't count toward this.

Timer of no more than 20 minutes.
§202 Obstruction of Duty To negatively interfere with the duties of the crew. Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this.

If a colonist is injured because of this, see Assault. If serious damage occurs because of this, see Sabotage. If a colonist dies because of this, see Manslaughter.

Timer of no more than 20 minutes

Or a fine of no more than 1,250 credits.


§203 Illegal Detention, Arrest or Holding To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus. This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes. Timer of no more than 30 minutes.

Demotion at the decision of the WO.


§204 Assault To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury. Anything beyond a few punches like in Battery. It has to be bad enough that a few bandages or pills won't fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.

See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See Attempted Murder if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.

Timer of no more than 20 minutes.

Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```

§205 Extortion, Blackmail and/or Bribery To attempt to blackmail, extort or bribe an individual either financially or other. This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.

If a bribery is accepted both parties are to be charged with this.

Timer of no more than 20 minutes.

If physical exchange of an item or credits takes place the item or currency should be confiscated.

Demotion possible at the decision of the department head.


§206 Major Contraband To possess, use, or distribute dangerous contraband items, including drugs. See Contraband Table for what applies to this charge.

See Contraband Policy.

Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law.

The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their Contraband Policy.

Timer of no more than 20 minutes and the confiscation of contraband items.
§207 Escaping from Confinement / Debt To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract. For cases of HuT prisoners attempting escape see Escaping from HuT. Reset original timer for offenses committed and add an additional 20 minutes for escaping.
§209 Resisting Arrest or Sparking a Manhunt To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209. Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.

An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn't be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier.

Likewise, if anyone in security has threatened them with harm, not just arrest, they're somewhat justified in hiding.

Timer of no more than 20 minutes.
§210 Excessive Use of Force To use more than the required force to subdue a suspect as a security member. Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril.

Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to security forces.

Timer of no more than 30 minutes

Or a fine of no more than 2,000 credits paid to the victim.

§211 Forgery To falsify official documents, records or orders. Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions. Timer of no more than 15 minutes and an immediate search

Or a fine of up to 750 credits.


§212 Disrespect of the Dead To abuse bodies of dead or previously dead people. Acts may range from non-medical or scientific desecration of a corpse to cannibalistic acts. Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone's body for 'experimental surgery' without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as Murder instead. Those who consume body parts are to be considered hostile to the colony and its well-being; being held in HuT and may have additional charges placed on them. Timer of no more than 25 minutes.

If the corpse is in anyway consumed, or eaten, the suspect should immediately be put into HuT and go through Soteria therapy programs. Execution for said crime may be viable via Low Council vote.

Or a fine of no more than 1,250 credits.

§213 Sexual Harassment To make unwanted sexual advances or obscene remarks towards another employee or silicon units. This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.

For anything escalating from this, such as unwanted physical contact in a sexual manner, see Sexual Assault.

Timer of no more than 10 minutes alongside a 250 credit fine.

Injunction of ‘no contact’ between the offender and victim should be placed.

Major Offenses

Charge Number Name of Charge Description Notes Timer
§301 Negligence To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions. This can be due to honest, or dishonest mistakes. This is usually because an employee ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it's the crew's fault if they get shocked, and so on.

If a colonist is killed because of it, see Manslaughter.

Timer of no more than 25 minutes.
§302 Failure to Execute an Order with Serious Consequences To ignore or disregard a superior's valid orders, which then causes serious damage to property or life. While similar to Failure to Execute an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.

Examples are medical doctors ignoring the chief biolab overseer while patients are piling up in medbay, etc.

If the refusal to follow an order results in death, see Manslaughter.

Timer of no more than 25 minutes.
§303 Fraudulent, Excessive, Incorrect Charges or providing false testimony To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge another person with a crime. This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels the interviewee mislead them, they do not need to prove intent to do so).

This also applies to cases of planted evidence, confiscation of contraband if it is being used in a legal manner under the Contraband Policy or gross errors in sentencing or levied charges.

Timer of no more than 30 minutes.

Demotion for the rest of the work shift at the discretion of the WO.

§304 Aggravated Assault To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm. This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```. Timer of no more than 30 minutes.

Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```


§305 Abuse of Confiscated Equipment To take and use equipment confiscated as evidence. Evidence such as even weapons should never be taken and used by security; even in cases of emergency. Timer of no more than 30 minutes.

Demotion for the duration of the shift at the discretion of the WO.


§306 Illegal Modification of AI/Cyborg To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority. An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two soteria overseers together can authorize a law change outside of this situation. Timer of no more than 25 minutes.
§307 Illegal Blocking of Areas To make an area inaccessible for those with appropriate access. Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.

This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.

Timer of no more than 25 minutes.
§308 Infiltration To attempt to, or successfully, enter a high-security area without authorization. Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.

If trespass into the vault, armory or AI upload occurs see Grand Trespass.

Timer of no more than 30 minutes.
§309 Organizing a Breakout To attempt, or succeed, in freeing criminals from the brig or other holding areas. This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape. Timer of no more than 30 minutes.
§310 Severe Use of Excessive Force Critically injuring a colonist in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them. Severely injuring a colonist attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning. Timer of no more than 40 minutes.
§311 Breach of Salvage Rights To violate salvage rights by means of theft, 'claim jumping', or otherwise taking undue action against a rightful claimant. The consideration of the stolen item(s) value should be taken into account when issuing this charge. This charge may ```NOT``` be placed alongside any theft or grand-theft charges. Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.

A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.

§312 Animal Cruelty To inflict unnecessary suffering or harm upon animals with malicious intent. Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don't count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren't.

Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren't being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.

Timer of no more than 20 minutes.

Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.

If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.

Exceptional Offenses

Charge Number Name of Charge Description Notes Timer
§401 Sabotage To hinder the efforts of the crew or station with malicious intent. This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.

If the act is to purposefully cause imminent peril or to aid a hostile faction see Terrorism.

Timer of no more than 45 minutes
§403 Exceeding Official Powers To act beyond what is allowed by the chain of command. This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification. Timer of no more than 40 minutes.

Demotion at the behest of the department head.

If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.


§404 Manslaughter To kill a colonist without malice or forethought. This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense. Timer of no more than 50 minutes.

Tracking implant upon release at the discretion of the WO.


§405 Grand Theft To steal items that are of a dangerous, of high value, or of sensitive nature. This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.

Items from the church, such as cruciforms, circuits, and disks are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.

Timer of no more than 45 minutes and confiscation of stolen items.

If items cannot be recovered the offender is forced to monetarily compensate for the loss.


§406 Operating Excelsior Equipment To be in illegal possession of or to actively operate Excelsior equipment. This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.

The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.

Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law.

See Contraband Policy

Immediate medical examination and confiscation of equipment.

If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.

If Excelsior equipment is operated or sold but no implant is found see Terrorism.

§410 Mistreatment of Prisoners To intentionally act, or cause an act that puts a non-hostile prisoner's well-being in danger. Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication.

In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either Murder or Manslaughter, depending on intent.

Timer of no more than 45 minutes.

Demotion at the decision of the WO.

§413 Unwilling Teleportation To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself. Teleportation devices used by non-sicence members count as Major Contraband. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies. A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see Murder or Manslaughter.

If the victim is hurt during the teleportation, or in result of it, see Assault.

The offender is to be demoted upon sentencing for the crime.

Capital Offenses

Charge Number Name of Charge Description Notes Timer
§501 Terrorism To engage in maliciously destructive actions, which seriously threaten the residents of the colony or even the colony's integrity as a whole. This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, the provost marshal must be informed. Holding until Judgement.

Execution is encouraged; especially if deaths are caused by the action.

Possible permanent removal from the colony.


§502 Mutiny To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power. One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that's just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny. Holding until Judgement.

Execution is an option.


§504 Murder or Attempted Murder To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.

Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.

If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.

If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.

Colony residents who commit murder should not be revived if they die unless stated otherwise by the Council.

§505 Espionage To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony's allies. Whether by theft, trespass, or buying such items without the departmental head's explicitly written and shown permission.

Note that this does NOT include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild's items, or otherwise.

Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.
§508 Grand Trespass To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present. This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires proper reasoning such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion. Holding until Transfer.


§509 Escaping from HuT Sentence To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence. The offender must have been properly judged by tribunal for holding until transfer to be legally issued. Execution.

A tribunal is not required under this circumstance, and is the only case where this is currently so.

Possible permanent removal from the colony.


§510 Wrongful Execution To execute a colonist who later turned out to be innocent. This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.

The warrant officer is punished and any individuals who deliberately produced false evidence are charged with Murder. Those who unintentionally provided incorrect evidence are charged with Manslaughter and Negligence.

It is also required to contact provost marshal Boris Kilmeade if this happens.

Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.

Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer.


§512 Slavery To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding). This charge does not apply to the modifier Forced Labor unless it extends over 2 hours or is otherwise stated.

It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.

Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.
§513 Sexual Assault To assault, or attempt to assault, someone else sexually, including rape. This charge exists as a means to handle non-con scenes ICly, such as but not limited to: A player OOCly not consenting to a scene and reporting it. A-help staff when dealing with these charges. Permanent removal from the colony or execution.

Commentaries and Clarifications

  • Common Areas: Generally understood to be publicly accessible areas of the colony that are owned and maintained by the colony rather than as part of an individual department.
  • Lethal Firearm: A gun loaded or set to a fire mode that's main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.
  • Cyborgification The removal of a person's brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.
  • Dismissal: Changing ID title to "Dismissed", which has zero access. Requires the judgement of the prisoner's head of staff or the council to be valid.
  • Demotion: Can be demoted down to and including Assistant position. Requires the judgment of the prisoner's head of staff or the council to be valid.
  • Employee: Employee of the colony, as defined by the colonies commanding officers. All non-employee subjects are not protected by these laws.
  • Empowering: Illegal acquiring (not via Head of Personnel or Colony Director) of access.
  • Execution: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See Permanent Death for OOC details. ))
  • Head of Staff: Crew members occupying one of the following positions: Premier, Guild Master, Blackshield Commander, Warrant Officer, Chief Biolab Overseer, Chief Research Overseer, Chief Executive Officer.
  • Imminent Peril: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there's no other options remaining.
  • HuJ / Holding Until Judgement: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.
  • HuT / Holding Until Transfer: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.
  • Severe Injury: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.

Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.

For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.

Serving sentences in jail can be replaced with forced labor in some cases.

In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.

The standard penalty can be applied without a tribunal by Security Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.

OOC Notes

  • It's vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is not going to magically know attack logs or fingerprints or anything else they don't know IC, because it's like playing a game with cheat codes. It's fun to screw off for a little while, but then it's going to get really boring.
    • The above also applies in the case of admins playing normal security.
    • The only exception to the above is in the case of potentially removing a character from the station. See Permanent Death for details. Admins are not going to PK someone who they know OOCly didn't actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.
  • Laws ARE NOT RULES for the server itself! That means, so long as you have a believable in-character motive for breaking these regulations, you won't get banned for it, especially if good roleplay is your end goal. Conversely, if you're just going around smashing windows for shits and giggles, you're obviously going to get yelled at by an admin. See the actual server rules for more details.
  • Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being 'Someone', 'Person', or 'People' - implying this would cover non-colony members as well due to its wording.