Law, Order, and Enforcement
Last updated: 2/9/2026
No single code governs the galaxy. Law in Worldlines is fractured across planets, stations, factions, and individual cities. Each has different rules, enforcement methods, and definitions of justice. What marks you as a hero in one system brands you a terrorist in another. What's barely legal on Metronis gets you executed on Mars.
The law follows power. Those with wealth, weapons, or connections shape enforcement to their advantage. Those without must navigate a patchwork of contradictory regulations, hoping to avoid the wrong jurisdiction at the wrong time.
14.1 Legal Jurisdictions
The galaxy divides into distinct legal zones, each with its own authority structure and enforcement philosophy.
Heat and legal consequences are tracked by jurisdiction. Being wanted in Sirius does not automatically make you a criminal in Tau Ceti unless the CPA or factions share warrants.
Jurisdiction Types
Coalition Space: Earth, Mars, Venus, and their direct colonies operate under CPA legal framework
- Standardized criminal codes
- Bureaucratic enforcement
- Legal representation available
- Earth more liberal laws, Mars and Venus more conservative (Tribunal)
- Appeals process exists (but slow)
Independent Systems: Self-governing worlds with unique legal codes
- Widely varying laws and penalties
- Local enforcement only
- No standardized rights
- Minimal extradition agreements
Faction Territories: Areas controlled by non-governmental organizations
- Faction law supersedes local law
- Enforcement serves faction interests
- Rights depend on standing
- Violence often replaces trials
Frontier Zones: Lawless or minimally governed regions
- Might makes right
- No formal legal system
- Vigilante justice common
- Survival over legality
Contested Space: Regions claimed by multiple authorities
- Conflicting legal systems
- Multiple enforcement agencies
- Legal chaos
- Extreme danger
Legal Authority Hierarchy
When multiple jurisdictions overlap:
- Military Law (during declared conflicts)
- Faction Law (in faction-controlled territory)
- Planetary Law (on planet surface)
- Coalition Law (in CPA member space)
- Station Law (on independent stations)
- Ship Captain's Authority (aboard private vessels)
Higher authority supersedes lower when conflict occurs.
14.2 Sector Law Profiles
Each major sector enforces law differently, reflecting local politics and power structures.
Sol System (Coalition)
Legal Character: Bureaucratic, heavily monitored, regulation-focused
Enforcement Style:
- Constant surveillance and data tracking
- Biometric checkpoints at all major facilities
- Weapon permits and implant registries strictly enforced
- Routine compliance scans
Common Violations:
- Unregistered weapons or implants
- Data privacy violations
- Unauthorized AI usage
- Trade regulation violations
Penalties:
- Fines: 500-50,000 credits
- Detention: 24 hours to 6 months
- Equipment confiscation
- Deportation from system
Player Impact:
- High compliance burden
- Frequent credential checks
- Legal representation available
- Slow but functional justice system
Proxima Centauri (Harmony Sector)
Legal Character: Spiritual-based justice, psychic tribunals, communal accountability
Enforcement Style:
- Emotional resonance evaluation
- Communal judgment sessions
- Psychic truth detection (Elathrians)
- Rehabilitation over punishment
Common Violations:
- Emotional dishonesty
- Disruption of communal harmony
- Psychic intrusion or manipulation
- Cultural disrespect
Penalties:
- Forced meditation and reflection
- Community service requirements
- Temporary exile from settlements
- Emotional reconciliation ceremonies
Player Impact:
- Intent matters more than action
- Difficult for non-empathetic species
- Genuine remorse reduces penalties
- Deception is extremely difficult
Virgo Sector
Legal Character: Caste-based hierarchy, social law, structured authority
Enforcement Style:
- Status determines legal rights
- Caste-appropriate courts and penalties
- Outsiders classified as lowest caste
- Social isolation as primary punishment
Common Violations:
- Caste boundary violations
- Disrespect toward higher castes
- Unauthorized social mobility attempts
- Cultural contamination
Penalties:
- Social demotion or exile
- Forced labor in appropriate caste role
- Public humiliation ceremonies
- Permanent caste marking
Player Impact:
- Outsiders heavily monitored
- Limited rights and protections
- Local guides essential
- Avoid social conflicts
Draco Sector
Legal Character: Noble house law, feudal justice, duel-based resolution
Enforcement Style:
- House authority supersedes all law
- Dueling resolves disputes legally
- Bribery and subterfuge normalized
- Assassination is legal politics
Common Violations:
- Disrespecting noble authority
- Violating house territorial claims
- Breaking sworn oaths
- Interfering with house business
Penalties:
- Duel challenges (potentially lethal)
- Asset seizure by nobles
- Forced service to houses
- Assassination contracts (legal)
Player Impact:
- House allegiances critical
- Formal dueling skills valuable
- Bribery expected and accepted
- Political intrigue unavoidable
Scorpius Sector (Frontier Chaos)
Legal Character: Sporadic local enforcement, possession-based law, survival focus
Enforcement Style:
- No unified legal system
- Local strongmen enforce personal rules
- Swift violence replaces trials
- Possession equals ownership
Common Violations:
- Theft (if caught)
- Murder (if witnesses)
- Challenging local authority
- None—everything is negotiable
Penalties:
- Summary execution
- Indentured servitude
- Exile to dangerous zones
- Trial by combat
Player Impact:
- Extreme freedom and danger
- Reputation matters more than law
- Violence resolves most disputes
- No higher authority to appeal to
Cetus (Cybernetic Collective)
Legal Character: Digital law, automated enforcement, logic-based justice
Enforcement Style:
- Purely algorithmic decisions
- Instant scanning and judgment
- No emotional consideration
- Quarantine for non-digital entities
Common Violations:
- Logical inconsistency
- System disruption
- Organic contamination
- Inefficient behavior
Penalties:
- Digital quarantine
- System access revocation
- Forced departure
- Memory modification (digital entities)
Player Impact:
- Organic life barely tolerated
- Recognized credentials essential
- Logic-based arguments only
- Environmental suits required for most organics
Tau Ceti (Trade Hub Systems)
Legal Character: Commerce-driven law, taxation-focused, pragmatic enforcement
Enforcement Style:
- Everything is legal if taxed
- Trade courts resolve disputes
- Aqueone enforces civility
- Aeriedes practices plausible deniability
Common Violations:
- Tax evasion
- Trade fraud
- Contract violations
- Piracy against taxed goods
Penalties:
- Heavy fines (200% of evaded taxes)
- Trade license revocation
- Asset seizure
- Forced labor on trade vessels
Player Impact:
- Pay taxes, do anything
- Documentation critical
- Commerce skill valuable
- Black market accessible
Sirius (Metronis Station)
Legal Character: Decentralized chaos, district-based law, faction enforcement
Enforcement Style:
- Each district has different rules
- Faction law supersedes station law
- Bribery resolves most issues
- Violence contained but tolerated
Common Violations:
- Varies by district
- Interfering with faction business
- Unauthorized weapon discharge
- Not paying protection fees
Penalties:
- District-dependent
- Faction judgment (if they care)
- Forced relocation to worse district
- Airlock ejection (extreme cases)
Player Impact:
- Know which district you're in
- Faction standing critical
- Legal chaos creates opportunity
- Wanted posters in one district ignored in another
14.3 Credential and Permit System
Legal operation across multiple jurisdictions requires proper documentation. Credentials determine access, legal rights, and enforcement response.
Credential Tiers
Tier 1 - Civilian Access:
- Basic travel and docking rights
- Standard market access
- Public facility use
- Cost: 500-1,500 credits
Tier 2 - Licensed Professional:
- Advanced equipment sales
- Restricted zone access
- Medical or technical facility use
- Cost: 2,500-10,000 credits
Tier 3 - Tactical Authorization:
- Military-grade weapon permits
- Heavy equipment operation
- Advanced implant clearance
- Restricted zone access
- Cost: 15,000-50,000 credits
Tier 4 - Diplomatic Clearance:
- Diplomatic immunity (limited)
- High-security area access
- Reduced inspection frequency
- Political negotiation authority
- Cost: 75,000-250,000 credits (often not purchasable)
Common Permits and Licenses
Weapon Permits:
- Tier 1: Light weapons only (500 C annually)
- Tier 2: Light and heavy weapons (2,500 C annually)
- Tier 3: Military-grade weapons (15,000 C annually)
Medical Access:
- Tier 1: Basic first aid treatment (included with civilian credentials)
- Tier 2: Standard medical procedures (1,000 C annually)
- Tier 3: Advanced surgery and implant installation (5,000 C annually)
Trading Licenses:
- Tier 1: Personal goods only (included with civilian credentials)
- Tier 2: Commercial trade operations (2,000 C annually)
- Tier 3: Bulk cargo and restricted goods (10,000 C annually)
Docking Permits:
- Tier 1: Public ports only (500 C annually)
- Tier 2: Commercial and military ports (2,500 C annually)
- Tier 3: Restricted and classified facilities (varies by location)
Credential Verification
Most facilities scan credentials automatically:
- Civilian zones: Random checks (10% chance)
- Secured zones: Mandatory scans at entry points
- Restricted zones: Continuous monitoring
- Military zones: Biometric verification required
Failed Credential Checks:
- Immediate detention for questioning
- Equipment confiscation
- Fines (1,000-10,000 credits)
- Deportation from jurisdiction
- Arrest for falsified documents
Forged Credentials
Black market credentials available but risky:
Forgery Quality:
- Poor (500 C): TD 6 Programming or Awareness to detect
- Good (2,500 C): TD 8 to detect
- Masterwork (10,000 C): TD 12 to detect
Detection Consequences:
- Immediate arrest
- All credentials revoked
- Fines: 5x forgery cost
- Possible imprisonment
- Blacklisted from legal credential acquisition
14.4 Heat and Wanted Status
Criminal activity generates Heat—a measure of how aggressively authorities pursue you in a given jurisdiction.
Heat Scale (0-5)
Heat 0 - Clean Record:
- Move freely
- Standard treatment
- No attention from authorities
Heat 1 - Known Face:
- Occasional inspections (1-in-4 chance)
- Guards recognize you
- Minor inconveniences – small chance of detainment (GA discretion)
Heat 2 - Watchlisted:
- Frequent inspections
- Bribes cost double
- Guards actively track movement – medium chance of detainment (GA discretion)
- Cannot access high-security zones
Heat 3 - Flagged Criminal:
- Denied standard port access – very likely to be detained (GA discretion)
- Bounty posted (1,000-10,000 credits)
- Reputation damaged in jurisdiction
- Must use black market services
Heat 4 - Wanted:
- Active manhunt – detained on site 100%
- Bounty increased (10,000-50,000 credits)
- Patrols attack on sight in secure zones
- All legal services denied
Heat 5 - Galactic Threat:
- IJC (Intersectoral Justice Corps) deployed
- Massive bounty (50,000-500,000 credits)
- Kill-on-sight orders issued
- Allied factions pressured to cooperate
Generating Heat
| Action | Heat Gained |
|---|---|
| Minor theft or fraud | +1 |
| Assault or property damage | +1-2 |
| Weapon discharge in public | +2 |
| Resisting arrest | +2 |
| Serious injury to authorities | +3 |
| Murder or terrorism | +4-5 |
| Mass casualties | +5 (immediate maximum) |
Reducing Heat
- Time: -1 Heat per story arc without incident in jurisdiction
- Bribes: 2,000 credits x current Heat level (not available at Heat 5)
- Faction Intervention: Allied faction (≥80 standing) can reduce Heat by 2-3
- Frame Job: Shift Heat to scapegoat (requires elaborate setup)
- Identity Change: Reset Heat to 0 but requires new credentials (expensive, risky)
14.5 Enforcement Styles and Responses
Different factions and jurisdictions enforce law through distinct operational philosophies.
Example: CPA stations are Lawful, Diplomatic, Bureaucratic. Martian Defense Directorate outposts are Militarized, Isolationist, Cutthroat.
The GA should be able to parse this information in game to the players to clarify enforcement tags based on the worlds and sectors that the players are visiting.
Enforcement Tags
Bureaucratic:
- Extensive documentation requirements
- Slow but methodical investigation
- Fines and detention preferred over violence
- Appeals process available
Militarized:
- Heavy force response
- Equipment seized immediately
- Detention by force standard
- No negotiation during enforcement
Corporate:
- Profit-motivated enforcement
- Bribes expected and accepted
- Blackmail and loyalty contracts common
- Economic penalties preferred
Diplomatic:
- Negotiation before force
- Social pressure and reputation damage
- Mediation and arbitration available
- Can be swayed by Charisma checks
Cutthroat:
- Violence as first response
- Summary judgment without trial
- Enslavement or forced recruitment common
- Fear-based compliance
Faith-Governed:
- Ideological judgment
- Spiritual punishments (exile, penance)
- Rehabilitation over punishment
- Genuine repentance reduces sentences
Enforcement Response Matrix
| Heat Level | Bureaucratic | Militarized | Cutthroat |
|---|---|---|---|
| 0-1 | Warning, documentation | Stern warning, noted | Ignored unless convenient |
| 2-3 | Fine, potential detention | Arrest, equipment confiscation | Beating, extortion |
| 4 | Arrest warrant, trial | Armed response, shoot if fleeing | Hunt and capture for profit |
| 5 | Maximum prosecution | Military deployment | Elimination or enslavement |
14.6 Legal Complications and Arrest
When law enforcement becomes involved, situations escalate quickly.
Arrest Scenarios
Routine Inspection Escalates:
- Failed credential check
- Suspicious cargo detected
- Prior warrants discovered
- Player attempts to flee
Active Pursuit:
- Crime witnessed by authorities
- Heat level triggers response
- Bounty hunters engage
- Military interdiction
Ambush or Trap:
- Undercover sting operation
- Betrayal by informant
- Faction setup
- Coordinated capture attempt
Arrest Procedures
Step 1: Compliance Check Authorities demand surrender. Players choose:
- Surrender: Proceed to detention
- Negotiate: Persuasion or Deception check (TD 8-12)
- Bribe: 500-5,000 credits depending on severity
- Flee: Immediate combat or chase sequence
- Fight: Immediate combat
Step 2: Detention If arrested:
- Weapons and dangerous equipment confiscated
- Placed in holding cells or brig
- Initial interrogation (varies by jurisdiction)
- Charges formally filed
Step 3: Trial or Judgment Process varies by jurisdiction:
- Bureaucratic: Formal trial, may take days or weeks
- Militarized: Military tribunal, same day
- Corporate: Arbitration, negotiable
- Cutthroat: Summary judgment, immediate
Step 4: Sentencing Penalties depend on crime severity and jurisdiction
Escape Opportunities
During Transport:
- Bribe guards (Commerce or Deception, TD 12+)
- Disable restraints (Engineering, TD 12+)
- Ally rescue operation
- Environmental hazard distracts guards
From Detention:
- Lockpicking or hacking (TD 12+)
- Guard rotation exploitation
- Fellow prisoner assistance
- Outside help coordination
During Trial:
- Dramatic evidence presentation
- Bribery or intimidation of officials
- Faction intervention
- Technicality exploitation
14.7 Bounties and Bounty Hunters
The bounty system operates parallel to official law enforcement, creating a privatized justice mechanism.
Heat 3 or higher often generates a bounty. The more notorious the crew, the more likely bounty hunters will appear.
Bounty Types
Dead or Alive:
- Payment regardless of target condition
- Encourages lethal force
- Typical for violent criminals
Alive Only:
- Reduced or no payment if killed
- Requires capture and transport
- Common for white-collar crime
Evidence of Death:
- Payment for proof target eliminated
- No body recovery required
- Often used when retrieval dangerous
Capture with Condition:
- Special requirements (unharmed, memory intact, etc.)
- Higher payment, more restrictions
- Typically corporate or faction contracts
Bounty Amounts
| Target Danger | Dead/Alive | Alive Only | Evidence Only |
|---|---|---|---|
| Low Threat | 500-2,000 C | 1,000-3,000 C | 250-1,000 C |
| Moderate Threat | 2,000-10,000 C | 5,000-15,000 C | 1,000-5,000 C |
| High Threat | 10,000-50,000 C | 25,000-75,000 C | 5,000-25,000 C |
| Extreme Threat | 50,000-500,000 C | 100,000-1,000,000 C | 25,000-250,000 C |
Bounty Hunter Encounters
When bounty hunters pursue players:
Detection Phase:
- Players may roll Awareness (TD 6) to detect surveillance
- Failure means ambush at disadvantageous time
- Success allows players to prepare or flee
Negotiation Phase:
- Some hunters negotiate before violence
- Persuasion or Intimidation check (opposed)
- Success may increase bounty requirement, buy time, or turn hunter
Combat Phase:
- Bounty hunters prepared and equipped
- May have intelligence on player abilities
- Fight tactically (cover, coordination, retreat if overwhelmed)
Resolution:
- Defeat hunters: Temporary respite (more will come)
- Capture: Delivered to bounty issuer
- Escape: Heat may increase, hunters persist
- Negotiate: Expensive but effective
14.8 Contraband and Illegal Goods
Items legal in one jurisdiction become contraband in another, creating smuggling opportunities and legal risks.
Contraband Categories by Jurisdiction
Sol System (Highly Regulated):
- Unregistered AI systems
- Chronocite or temporal devices
- Military-grade weapons without permit
- Unlicensed cloning technology
- Restricted pharmaceuticals
Proxima Centauri (Spiritually Offensive):
- Psychic dampeners or enhancers
- Emotional manipulation devices
- Technology disrupting communal harmony
- Weapons designed for mass casualties
Cetus (Organic Contamination):
- Uncontained biological materials
- Organic technology or implants
- Non-digital entertainment or art
- Inefficient computational systems
Universal Contraband (Nearly Everywhere):
- Weapons of mass destruction
- Sentient trafficking
- Unrestricted military nanobots
- Uncontrolled viral agents
Smuggling Operations
Detection Risk Factors:
- Ship scan frequency (varies by jurisdiction)
- Cargo volume and type
- Heat level and reputation
- Route and timing
Smuggling Methods:
Hidden Compartments:
- Engineering check (TD 8) to install
- TD 8-10 scan to detect
- Reduces cargo capacity
- Cost: 5,000-25,000 credits
False Manifests:
- Deception check (TD 10) to create
- Programming check (TD 10) to verify digitally
- Risk of total cargo confiscation if detected
Bribery:
- 500-5,000 credits depending on inspector and cargo
- Persuasion check (TD 10) to identify bribable officials
- Risk of sting operation (10% chance)
Faction Protection:
- Allied or Trusted faction may provide safe passage (see 13.4)
- Expensive (20-50% of cargo value)
- Only in faction-controlled space
Contraband Consequences
If Caught:
- Immediate contraband confiscation
- Fine: 5-10x item value
- Heat increased by 2-3
- Possible imprisonment
- Ship impounded (must pay release fee)
14.9 Legal Services and Representation
Professional legal assistance can mean the difference between minor fines and major sentences.
Legal Representation Types
Public Defender:
- Free or minimal cost
- Overworked and underprepared
- Reduces sentence by 10-20%
- Roll d6: 1-2 incompetent, 3-5 adequate, 6 surprisingly good
Standard Lawyer:
- Cost: 1,000-5,000 credits
- Professional but not specialized
- Reduces sentence by 20-40%
- May negotiate plea bargains
Elite Attorney:
- Cost: 10,000-50,000 credits
- Expert in jurisdiction-specific law
- Reduces sentence by 40-60%
- May find legal loopholes or technicalities
Faction Legal Support:
- Available to allied members (≥80 standing or per 13.4/GA)
- Free or minimal cost
- Quality varies by faction resources
- May include witness intimidation or evidence tampering
Legal Defenses
Technicality:
- Requires Law skill check (TD 8)
- Can dismiss charges entirely
- Requires specific procedural error
Plea Bargain:
- Persuasion check (TD 6) with prosecutor
- Reduces sentence 30-50%
- May require information or cooperation
Self-Defense Claim:
- Requires evidence or witnesses
- Spirit check (TD 10) for credibility
- Success reduces or eliminates charges
Diplomatic Immunity:
- Requires Tier 4 credentials
- Only works in specific jurisdictions
- May create political complications