Law, Order, and Enforcement

lawenforcementheatbounties

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.

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

When multiple jurisdictions overlap:

  1. Military Law (during declared conflicts)
  2. Faction Law (in faction-controlled territory)
  3. Planetary Law (on planet surface)
  4. Coalition Law (in CPA member space)
  5. Station Law (on independent stations)
  6. 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

ActionHeat 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 LevelBureaucraticMilitarizedCutthroat
0-1Warning, documentationStern warning, notedIgnored unless convenient
2-3Fine, potential detentionArrest, equipment confiscationBeating, extortion
4Arrest warrant, trialArmed response, shoot if fleeingHunt and capture for profit
5Maximum prosecutionMilitary deploymentElimination or enslavement

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 DangerDead/AliveAlive OnlyEvidence Only
Low Threat500-2,000 C1,000-3,000 C250-1,000 C
Moderate Threat2,000-10,000 C5,000-15,000 C1,000-5,000 C
High Threat10,000-50,000 C25,000-75,000 C5,000-25,000 C
Extreme Threat50,000-500,000 C100,000-1,000,000 C25,000-250,000 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)

Professional legal assistance can mean the difference between minor fines and major sentences.

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

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