Space Law
What is Space Law?
Space Law is a collection of rules and regulations enacted by Nanotrasen which has oversight through CentCom and is enforced by the Security Officers on the Space Station. That is to say, these are in-character rules.
However, repeated, bad-faith violations of Space Law will likely result in job-bans.
Space Law applies to all ranks and positions on station, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.
Sentencing
When sentencing for a crime, only pick the most severe offense committed by a criminal. Use the timer next to each brig cell to assign the appropriate time.
The arresting Security Officer (or Warden) can approve alternative punishments (such as Interrogation) as they see fit.
An arrested person's timer begins as soon as they enter the brig, the timer does not stop if the prisoner requires medical treatment.
In the case of a conflict, the Head of Security has final say over security matters and sentencing.
However, security is allowed to arrest the Head of Security if it is clear that they are being abusive, or dangerous to the station's well-being.
Other command staff are not in charge of security unless they are acting captain without an existing Head of Security. Additionally, it is the responsibility of the Head of Security to properly handle abusive security. A Head of Security that is enabling Security to violate procedure or encouraging them to do so can be charged with aiding and abetting in security crimes.
Crime-Stacking
Crimes do not stack, they are only the most egregious committed and do not increase for repeat offenses.
MXX - Modifiers
Code | Crime | |
M01 | Aiding/Abetting
To assist or otherwise directly allow a crime to occur, or to disrupt security officers while they attempt to prosecute a crime.
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M02 | Compliance
To cooperate with security officers,
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M03 | Self-Defense
To commit a crime (chiefly Assault and potentially Murder depending on case) in an attempt to defend oneself from attack.
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M04 | Good Samaritan
If a person commits a crime to assist another person in need, such as shoving someone aside while dragging a body down the hall. This only applies if the person involved was not actively seeking out conflict.
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M05 | Deconversion/Re-Education
Being deconverted from Cultist, mindshielded during a Revolution, losing any brainwashing or mental trauma inflicted by any means, such as via parasitic infestation (borers), or reviewed and cleared for release by a consulting role (Psychologist, Chaplain, NT Rep)
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M06 | Escaping Confinement
If a prisoner breaks out of non-perma confinement (see 405 - Escaping Permabrig for that), reset their timer. |
0XX - Infractions
Low issue crimes, typically related to behavior issues or comments.
Choose One:
Fine, no more than 250 cr
Community Service, no more than 5min
Referral to Counseling
Code | Number | |
001 | Battery
To apply unwanted physical contact of any sort to another person. Examples include:
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002 | Public Nuisance
To be unnecessarily disruptive to the workplace, such as by yelling loudly in public areas. | |
003 | Defacing
To disfigure, or otherwise damage or hinder the appearance of an object, floor, or wall without approval. Examples include:
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004 | Loitering
To linger around a department or person for an extended period of time (typically greater than 5 minutes) without proper justification. | |
005 | Rubbernecking
Assist in, or otherwise be a part of, a crowd that prevents regular crew passage through an area. | |
006 | Public Indecency
Engage in sexual or erotically provocative activities in a public space.
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007 | Refusal to Identify
Not properly displaying Identification for any reason.
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008 | Stalking
To contact, or attempt to contact, a person that has declared you are unwelcome.
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1XX - Minor Crimes
Crimes that can potentially cause issues for the station.
Choose One:
Jail, 5-10 minutes
Community service, no more than 10min
Referral to Counseling
Code | Crime | |
101 | Assault
To harm another crewmember with malicious intent. Examples include:
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102 | Moderate B&E/Trespass
Breaking into, or existing within, a departmental area without valid reason. Examples Include:
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103 | Negligence
Creating, causing, or allowing the presence of a hazard that may cause harm to crewmembers. Examples Include:
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104 | Larceny
To steal items, or equipment of any kind. | |
105 | Vandalism
Causing destruction to station property without intent to fix, or making renovations to a departmental area without permission. | |
106 | Distribution
Through any means, providing dangerous drugs to another crewmember without approval from the Medical department. | |
107 | Unauthorized Piloting
To use a combat-grade mech in non-departmental spaces without approval, outside of Red Alert or higher.
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108 | Vigilantism
To perform the responsibilities and/or duties of a Security member without approval or due cause to act.
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109 | Harassment
Unwanted behavior that demeans, humiliates, or intimidates a person. Must be declared as unwanted. Sexual harassment also falls under this law. | |
110 | Death Mongering
To make comments intended to bring harm to a crewmember, or to allude to the death of any crew members, as well as spreading false information.
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111 | Possession of Stolen Goods
To carry, and fail to return, an item that has been previously stolen. | |
112 | Fine Evasion
Refusing to pay a fine for a crime committed. Typically, the result of this is that you serve the time for the crime you committed. |
2XX - Moderate Crimes
Crimes that will or have already caused issues for the station.
Choose One:
Jail, 10-15 minutes
Code | Crime | |
201 | Assault with a Deadly Weapon
Assault committed with a weapon that can cause serious harm. Examples include:
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202 | Major B&E/Trespass
Breaking into, or existing within, a secure departmental area without valid reason. Examples Include:
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203 | Gross Negligence
Creating, causing, or allowing the presence of a hazard that is very likely to, or already has caused harm to crewmembers. Examples Include:
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204 | Major Theft/Sabotage
To steal, damage, or relocate items or equipment in a secure area without permission. Examples include:
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205 | Animal Cruelty
To abuse, inflict injury upon, or end the life of a pet or sentient animal of any sort. | |
206 | Kidnapping
To take a crewmember anywhere against their will without proper justification.
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207 | Manslaughter
To indirectly cause the death of any Crew through your actions, typically as a result of Negligence. | |
208 | Insubordination
To willfully disobey, or refuse to follow, a reasonable and lawful order from your Department Head. This includes Security. | |
209 | Silicon Tampering
To modify, illegally or otherwise, a Silicon without approval.
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210 | Possession of Moderate Contraband
To be in possession of any of the items listed in the Moderate Contraband list. |
3XX - Major Crimes
Crimes that severely disrupt station function.
Choose One:
Jail, 20-25 minutes
Code | Crime | |
301 | Assault of Command
Assault, but against Command officials, such as the Captain or Chief Engineer. The Blueshield and Nanotrasen Representative do not count as Command for the purpose of this law. | |
302 | Severe B&E/Trespass
Breaking into, or existing within, a critical area without valid reason. Examples Include:
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303 | Abuse of Authority
To, as a member of Command, provide unlawful orders, and/or orders that directly harm the station and/or its crew. Contact Central Command at such occurrences. | |
304 | Grand Theft/Sabotage
To steal/damage/relocate critical items to the Station or the Company. Examples include:
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305 | False Proceedings
To lead, or take part in, unlawful assembly to determine guilt without oversight.
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306 | Possession of Major Contraband
To be in possession of any of the items listed in the Major Contraband list. |
4XX - Capital Crimes
Crimes that destroy, or have destroyed the station and/or its crew.
Choose One:
Permabrig
Exile via Gateway
Trial (for Execution)
Code | Crime | |
401 | Murder
To intentionally cause the death of, or put into critical condition, a Crewmember, regardless of Revival status. | |
402 | Mutiny
To knowingly lead at least two individuals with intent to unseat the current chain of command.
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403 | Station Destruction
To attempt to destroy the station or critical portions of it. Examples of critical portions include:
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404 | Escaping Permabrig
To break out of the Permabrig after having been placed there.
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405 | Enemy of the Corporation
To be a member of any of the following organizations:
Syndicate agents should be prosecuted under Wrongthink. Deconversion/Reconditioning is always preferable to execution, IF possible. | |
406 | Biological Terror
To knowingly release, cause, or otherwise cause the station to be affected by a biological agent, or to yourself be a biological agent. Examples Include:
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CXX - Corporate
Actions that actively support agendas that do not agree with the station, or NanoTrasen as a company. These laws apply only to Crew on the Manifest, not to non-crew.
Choose One:
Immediate Demotion
5-10 minutes in brig
Code | Crime | |
C01 | Disrespecting A Senior Officer
Statements or comments against your departmental head in public. Complaints about Heads of Staff should be delivered to the Captain, Nanotrasen Representative, or of course, Central Command. | |
C02 | Unlicensed Use of Magic
To use arcane or bluespace gifts without approval. This also applies to the Chaplain.
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C03 | Wrongthink
To think or act in such a way that has the possibility to cause harm to the workplace and/or Nanotrasen.
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C04 | Dereliction of Duty
To abandon, or fail to arrive when called by your department head on Red Alert or higher, or to leave the station as a member of Command for a non-emergency. | |
C05 | Embezzlement
To misappropriate, steal, or otherwise use corporate funds (such as the ones in department budgets) to self-serving or non-corporate ends.
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C06 | Provoking CentCom
To antagonize, heckle, or otherwise disrupt the functions of a CentCom official, or Response Team.
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C07 | Impersonation
To pretend to be someone you aren't. Carries a heavier sentence than Refusal to Identify, as Refusal to Identify can be someone just forgetting their ID. | |
C08 | Unauthorized Channels
To edit the number of Security slots, outside of Red Alert. |
SXX - Security Crimes
Crimes that can be charged to members of the Security department, department guards, or Heads of Staff that deal with the Security department. This includes Blueshields and deputized crew, though to a lesser extent.
In the case that these laws are violated, the victim is to be compensated a fine of 1000 credits, and released without punishment. Funds are expected to be paid from the offending officer, then the Head of Security's account, then the defense budget, in that order.
Choose One:
10-15 minute brig time,
Immediate demotion
Code | Crime | |
S01 | Excessive Force
To use improper force when detaining or handling a suspect. Generally applies to the practice of "harmbatoning," although firing or carrying lethal weapons on green or blue alert also applies. Does not necessarily require the offending officer to hit their shot. | |
S02 | Privacy Violation
To use unauthorized sensory aids (such as thermals, x-rays, or cybernetic ears), or to perform a search outside of Amber Alert or higher. Ergo: No thermal eyes for sec, no random implant checks either. Unless you have reason to believe they have one. | |
S03 | False Arrest
To make an arrest with a reason not specified, or made up later in the brig. A reason for an arrest must be stated by the arresting officer before making an arrest. | |
S04 | Favoritism
To willfully ignore, or apply a lesser crime to, a favored individual. | |
S05 | Improper Handling
To fail to deliver or return dangerous and/or enemy equipment to the Contraband Locker in good time outside of Red Alert, To carry lethal equipment outside of Amber or Red Alert, or to excessively abuse prisoners. | |
S06 | Accepting a Bribe
To willfully accept enrichment of any sort in exchange for assistance or preference from the security team, generally goes in tandem with other security crimes. |
Guide to Security
Rules of Engagement
Security is required to talk first first and inform a suspect of their charges, before asking them to come quietly before performing a non-lethal takedown...
with significant caveats:
If the suspect is:
- Armed, dangerous, or accused with valid reasoning of a capital crime.
- Seemingly likely to immediately resist arrest, particularly if they have already done so, or their records indicate they will be uncooperative.
- Committing a crime in the presence of an officer. An officer doesn’t have to talk first if they see you commit a crime.
- You are the only security member/Head of Staff,
Security should use non-lethal means (such as the provided stunbaton) where possible, except for in exceptional circumstances, such as:
- Hostile environments and extreme situations (such as Red Alert)
- Criminals fleeing and attacking into/from space or Lavaland, during a trial, revolutions, being mobbed by a group.
- Armory: Anyone breaking into, out of, stealing from, or having stolen from it.
- When your life is in danger, or will be in danger if you get close to someone.
- Nonlethals and/or containment ineffective– when it is not possible (or unreasonably difficult) to contain a suspect or enemy. This is less applicable if they are cooperating, obviously.
Your job is to Protect the Crew and Preserve Order. Just because you are allowed to use lethal force or arrest someone, does not mean every situation demands it. You should not play Security to kill people. Security is allowed, and in many cases, encouraged to deviate from Space Law, but you should have at least a somewhat defensible reason to do so, and you are responsible if your reasoning doesn't hold up. If no one presses charges on an infraction, you shouldn't arrest them for it.
Security are not allowed to hold and/or conceal lethal weapons "just in case" outside of Amber or Red Alert.
Weapons should generally be worn on the belt or in some other visible way, even on Amber/Red Alert. If Amber alert is reached and then lowered from, all weapons should be returned to the armory in good time. Failing to properly turn in lethal weapons below Amber alert can result in a charge for S05 - Improper Handling.
A department's guard is considered part of that department, and answers to that department's head of staff, who may demote them for misconduct as they see fit.
Alert Standards
Green Alert
Security are not allowed to carry weapons beyond their issued weapons. They must respect privacy laws and inform suspects before they make an arrest. Generally used for shifts where there are no projected threats.
Blue Alert
Same as Green Alert, except with enhanced readiness from Security. Usually raised to when suspicious activity is suspected but not proven, or lowered to when the threat seems to have passed.
Amber Alert
Typically raised to when there is a confirmed threat or crisis of any sort on or near the station. Security are allowed to carry, but not necessarily to use, lethals, and should respond to the threat or crisis in good time. Random searches are now permitted.
Violet Alert
Much like Amber alert, except the emergency involves Medical. Should be raised to in times of serious biohazards, crew death, etc.
Orange Alert
Like Amber alert, but for an Engineering emergency. Should be raised to in cases such as a loose Tesla, or serious gas leak.
Red Alert
Typically raised to when the situation is dire, Red Alert is the moment a Call to Action is no longer sufficient, and all hands are needed on deck immediately.
Command and Security are to begin to conscript non-essential staff and unlock the armory if it has not already been, and are allowed to perform executions with proper respect to the Captain and/or Head of Security given first, though they need not respond.
At this alert, enforcing the law generally takes a backseat to protecting the station. Hopefully you will never need to reach this. (But you will)
Delta Alert
The situation is likely beyond recovery, and there is an immediate, significant threat to the station. The captain, or a sufficient surrogate, should request the nuclear codes and deliver the authentication disk to the vault, before triggering the explosive, as soon as possible. Ignoring orders from Heads of Staff is punishable by immediate execution.
Executions
This should be the last resort where possible. Unnecessary executions are considered Murder, see 401.
In situations where Capital Crimes are committed, and other methods of discipline are inappropriate or ineffective, an execution may be deemed necessary. Executions are only for crew and foreign agents. The Head of Security and Captain must both be notified, if they are alive, and allowed to veto a potential execution.
If these roles are unavailable, the task falls to the Warden, then finally, a group vote by the Security team.
A trial should be performed to allow the criminal to seek clemency wherever possible. However, this can be skipped if reasonable to do so, such as on Red Alert or higher. A prisoner due for execution is allowed to request a type of execution and other accommodations, such as access to a Chaplain; these should be provided for where reasonable to do so.
If an execution is permitted, it should be carried out by the Head of Security or Warden, otherwise the task falls to the most available surrogate.
Legal Representation
Prisoners are entitled to request legal representation and protection, and cannot be punished for doing so. However, security is not obligated to provide.
Give the lawyer a job, especially in ambiguous cases, where time permits, but don’t bend over backwards for obviously obnoxious criminals/lawyers.
Disruptive lawyers may have their access or radio stripped by the Head of Security. Wardens are allowed to ban lawyers from the brig with valid reasoning.
Conducting A Trial
A trial involves the Head of Personnel as magistrate (or, lacking one, the next in the Chain of Command that is not the Head of Security), the Head of Security (or a proper stand-in) as Prosecutor, and a Lawyer serving the Defense. If there is no Lawyer, one will have to be provided for the defendant. Ideally, a jury will be present, but this is not necessary. In a Jury trial, the Jury must unanimously rule. Otherwise, the Judge decides.
Both sides present evidence and witnesses a la Ace Attorney.
Contraband
Contraband should be immediately confiscated, and delivered to the contraband room, or to its original holder, whichever is more reasonable. Security is discouraged from the use of these dangerous items unless when absolutely necessary, such as during Red Alert scenarios. Example of approved contraband: Security gear kit. Example of illegal contraband not fit for Security use: eswords, emags, dart pistols. Use common sense when deciding what equipment you carry on your person.
Prison sentences should be applied based on officer's discretion, with respect to 301 - Moderate Contraband, and 401 - Major Contraband.
301 - Moderate Contraband | 401 - Major Contraband | ||
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Combat-Enhancing Drugs
Any drug that is used to give an advantage in combat, such as Methamphetamine or Stimulants. Should be delivered to Chemistry for safe-keeping, or otherwise flushed. |
Hazardous/Explosive Chemicals
These do not include regular medicine that can cause harm, but instead cover things like black powder and liquid plasma, outside of a controlled environment like Chemistry or Toxins. Should be delivered to Chemistry to be flushed, or safely stored. | ||
Non-Corporate Technology
Unknown or otherwise non-Corporate tech. This can be anything ranging from a Syndicate implant to a golden power cell. |
Hazardous Gasses
Gasses that can potentially cause harm if mishandled, with exceptions for races that need these gasses to breathe. A plasmaman cannot be arrested for carrying a double-plasma tank. These should generally be held in Atmospherics, or more likely, ejected into the vacuum of space. | ||
Weapons (without Permit)
Any gun held without a proper permit, Security Officers and Heads of Staff have this permit by default. This goes without saying. Deliver to the armory. |
The Nuclear Authentication Disk
A disk used to authenticate the Vault's self-destruct device. This is an extremely important item. It should be delivered to the Captain or whoever is acting Captain at the time. | ||
Combat Implants
Implants generally for combat use or that have severe risk of being a hazard to other crew. These should generally be removed in Medical and taken to their proper department (such as implants going to robotics) This includes, but is not limited to: X-ray or thermal eyes, mantis armblades, and anti-drop/CNS rebooters. |
Weapons of Mass Destruction
Any weapon or implant able to deliver explosive force (such as a grenade launcher, rocket launcher, maxcap, et cetera) or otherwise able to cause extreme damage to the station. These should generally be delivered back to the relevant department from which they originated, stored in the armory, or most likely incinerated. | ||
Any Security Equipment
Security equipment is generally defined as equipment available within the Security vendors other than basic clothing, as well as batons and bolas and other such things. Just because something is protective doesn't mean it's major contraband. Obviously these go back to the armory. |
Captain's Spare
The Captain's Spare is a golden ID card typically in a safe on the bridge. This should generally be returned to its safe or a trusted holder. Looking at you, Blueshield. | ||
Biological Hazards
These should generally be contained in xenobiology, or held in medical for examination. |
Virus Cultures
Virus cultures should be incinerated at the nearest opportunity, or stored in Virology. | ||
Supernatural/Occult Objects
Any object of seeming or occult origin, generally these should be delivered to the Chaplain for investigation, otherwise secured in the contraband locker. |
Skub
Skub is a cream available in the loadout. This should be INCINERATED. Along with the person carrying it, if reasonable. | ||
Non-Issued Identification
Any ID that isn't yours, really. |
It is recommended that Security secures all illegal equipment obtained by hostile organizations rather than using it themselves unless it is absolutely necessary. This can make an unfair situation that can be classified as a violation of Roleplay Rule 5.