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Pyramid. Cops and Lawyers PDF

38 Pages·2016·8.221 MB·English
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Stock #37-2693 C i t ontents n his i From the editor . . . . . . . . . . . . . . . . . . . .3 ssue mass Combat in the City . . . . . . . . . . . . . .4 by David L. Pulver The rise of codified laws and a way to keep social order above the Law . . . . . . . . . . . . . . . . . . . . .9 marks one of the earliest achievements of civilization, and the existence of both continues to loom large to this day. In by Christopher R. Rice this Pyramid, we look at cops and lawyers, with an eye toward suLtans, shurta, and the Courts . . . . . . .15 developments past and present. by Jon Black When your modern-day action gets too big to handle, you may find yourself dealing with Mass Combat in the City. eidetiC memory: marine ProteCtor David L. Pulver – author of GURPS Mass Combat – provides and doLPhin . . . . . . . . . . . . . . . . . . .22 Mass Combat stats for a complete police force as well as var- by David L. Pulver ious groups they may face, from news teams to biker gangs to terrorists. mega-max! . . . . . . . . . . . . . . . . . . . . . . .26 Augment your superhero campaign with realism by decid- by J. Edward Tremlett ing which powers are Above the Law. Prolific Pyramid con- tributor Christopher R. Rice offers insight into tracking legal JudiCium dei . . . . . . . . . . . . . . . . . . . . . .32 infractions and using the GURPS Legality Class framework to by Nathan M.M. Meluvor classify various powers. Those amid GURPS Banestorm or GURPS Infinite Worlds random thought tabLe: parallels could benefit from knowing about the intersection of when the bad guy threatens Sultans, Shurta, and the Courts. The judicial system of clas- to wiggLe oFF the hook . . . . . . . . . .35 sical Islam can provide interesting challenges for medieval by Steven Marsh, Pyramid Editor Middle Eastern heroes. Learn about the three types of courts, including roleplaying tips for using each one in adventures. short bursts: a word From In this month’s Eidetic Memory, David L. Pulver salutes our sPonsor . . . . . . . . . . . . . . . . . . .37 the United States Coast Guard with a look at the Marine Protector and Dolphin. These two key vehicles – one a boat and by Matt Riggsby the other a helicopter – come to life with GURPS vehicle stats about GURPS . . . . . . . . . . . . . . . . . . . .38 and adventure ideas. What do you with superpowered villains who could never be held in a normal prison? You send them to a Mega-Max! This private-industry super-prison has three locations around the globe . . . and even more secrets! Learn about the history, a C rtiCle olors important leaders and prisoners, layouts, and more in this sys- tem-neutral jail system. Each article is color-coded to help you find your Mortal judges and juries aren’t the only way to decide a favorite sections. case. Some societies offer Judicium Dei. Peruse this systemless overview of various trials by ordeal and by combat, including Pale Blue: In This Issue what they would be like realistically or with fantastic elements Brown: In Every Issue added and how to use them in different time periods. Green: Columnist Wrap up your time here with a Random Thought Table Dark Blue: GURPS Features that considers how to make convicting a bad guy you’ve Purple: Systemless Features already caught a satisfying experience, then buckle in with Matt Riggsby for another peek into the forthcoming Car Wars Cover art interior art future history with this month’s installment of Short Bursts. Alex Fernandez Brandon Moore With this month’s Pyramid, the forces of law and order have never been so accessible! Editor-in-Chief z STEVE JACKSON Executive Editor z MIRANDA HORNER Chief Executive Officer z PHILIP REED GURPS Line Editor z SEAN PUNCH GURPS Project Manager z STEVEN MARSH Chief Creative Officer z SAMUEL MITSCHKE Assistant GURPS Line Editor z Production Artist & Prepress Checker z Chief Operating Officer z SUSAN BUENO JASON “PK” LEVINE NIKOLA VRTIS Marketing Director z RHEA FRIESEN Car Wars Line Editor z SCOTT HARING Page Design z PHIL REED & JUSTIN DE WITT Director of Sales z ROSS JEPSON Additional Material: Kenneth Hite P m 2 J 2016 yramid agazine uly F rom the e ditor g W F On the other side, the police and judicial system can be aming ith the orCes challenging adversaries, either as the outcome of a misun- oF laW and order derstanding, a result of isolated or systemic corruption, or because the heroes themselves are acting outside the law. The heroes in many campaigns have an interesting inter- Heist films often revolve around protagonists trying to stay section with the forces of “law and order” – the police officers one step ahead of police, while anyone in an appropriate era entrusted to act as a first line in keeping peace and the legal might find themselves engaging in trial by combat (pp. 32-34). system that needs to untangle situations (often a mess by the time the PCs get done with it) and put the bad guy behind W h , W n bars permanently. rite ere rite oW Although many gaming groups treat these concerns as tan- Last month’s Pyramid was an experiment with a highly spe- gential to what the heroes are interested in, there’s still plenty cific topic. This month’s topic is more general, covering two of good dramatic potential to be found by incorporating them broad yet related topics while also reaching a bit across genres into your campaign. Local police can be a powerful ally, with and timeframes. access to resources and information that can be beyond the So, what did you think about this month’s wider net? Did reach of many adventurers . . . in addition to access and legal you find two related topics interesting? If so, do you have any authority to use remarkable equipment within city boundar- great ideas for a couple of topics we could run in the same ies. Legal maneuverings can serve as the coda for many adven- issue? (Can we even get enough articles about peanut but- tures (see pp. 35-36), as well as a rich environment for stories ter and jelly?!) Do you like the idea, but wish something had or subplots. been done a bit differently here? Please tell us your thoughts! In addition, legal considerations can offer a powerful Our super-surveillance genies read everything sent privately framework for stories themselves, providing boundaries for to [email protected], and there is a larger discus- heroes to come up against or challenges to overcome (see sion about each Pyramid issue every month on the public at pp. 9-13 for one good examination). forums.sjgames.com. Pyramid, GURPS, Car Wars, Warehouse 23, the pyramid logo, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. Pyramid is copyright © 2016 by Steve Jackson Games Incorporated. All rights reserved. Submission of your photos, letters, humor, captions, and marginalia constitutes permission to Steve Jackson Games Incorporated to use them in all media. All such submissions become the property of Steve Jackson Games Incorporated and will not be returned. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors’ rights is appreciated. P m 3 J 2016 yramid agazine uly m C ass ombat C in the ity d l. P by avid ulver In the event of serious civil unrest, major terrorist inci- Note that it is possible to have police forces who lack the dents, a natural disaster followed by looting, or apocalyptic LEO element. This could apply to militarized elements (e.g., scenarios, local police could find themselves engaging in mass full-time SWAT who don’t do any policing) or to police who combat situations. Against ordinary criminals, violent people, have lost touch with their community or simply use strong- or protesters, the authorities typically have both numerical arm tactics. and firepower advantage, with their main limitation being the LEO is mostly an accounting figure to ensure police need to avoid escalating the situation and causing excessive are not unusually cheap, but it has a game effect in a Mass civilian casualties. However, on occasion, even police SWAT Combat situation: During Reconnaissance Operations that teams may find themselves outmatched, e.g., against invading take place within its force’s jurisdiction, the element gains aliens or paratroops, giant-monster attacks, or robot or zom- the Recon class even if it doesn’t have it, or if it already bie uprisings, with a thin blue line holding on until Army or has the Recon class, its TS counts double for the purpose of National Guard arrive. determining Recon superiority. This article provides generic GURPS Mass Combat statis- tics for contemporary U.S. police, rioter, terrorist, and crimi- P -F s oliCe orCe izes nal elements for urban warfare situations. Although the focus is on the United States, statistics for a few extreme groups Police departments come in all sizes: in the United States, are also included, who might show up in a post-apocalyptic ranging from the more than 34,000 full-time officers serv- or conspiracy scenario. Most of the statistics can broadly be ing New York City to the single officer who patrols Gaines used for non-U.S. police forces, but organizational details will Township, Michigan. However, major incidents may see vary – for instance, some nations have separate para-military police drawn from all across the region! In big cities, the riot police, or restrict firearms to ordinary patrol officers; in typical number of police officers per 10,000 residents varies others, cops carry submachine guns on patrol . . . from a low of 10 to a high of 61 (Washington, D.C.) aver- aging about 20 per 10,000. Almost all U.S. law enforcement n F agencies now have Special Weapons and Tactics (SWAT) or eW eature equivalent tactical units, but typically no more than 1-5% The equipment quality and troop quality ratings for of a police force are SWAT units or vehicles. A U.S.-average police reflect their utility as combat troops rather than police budget for the force is about $130,000 times the num- as police. Most U.S. police are well-equipped and trained for ber of officers in the department. law enforcement, but their doctrine, gear, and training aren’t After the 1997 North Hollywood shootout (when police optimized for military engagements. The relatively low qual- were outgunned by bank robbers) and again in the post-9/11 ity ratings assigned to them reflect this distinction! era, many departments upgraded their equipment. “War on However, this results in police costing a lot less than they terror” preparedness federal subsidies from Homeland Secu- should. Since police are expensively trained and equipped rity transferred over $40 billion to allow local agencies to buy as police, they have a new feature called Law Enforcement gear from private contractors specializing in para-military Officer (LEO). equipment. Extra gear was provided by the Defense Logistics U.S. Police and Gangs in GURPS MAss Combat Agency’s (DLA) 1033 Program, which transferred $1 billion or Law Enforcement Officer (LEO) so worth of Pentagon matériel. As a result, many SWAT units have armored vehicles, robots, sophisticated body armor, and Varies other military-style items. The amount of paramilitary gear This feature can be added to any element with the Recon on display during the riots in Ferguson in 2015 was seen as or C3I classes. It represents training and equipment opti- symptom of excessive militarization of the police, and have mized for law-enforcement operations rather than combat led to new guidelines aimed at reducing or eliminating the operations. most over-the-top equipment, such as tracked APCs. Even so, there’s plenty of gear still around! Modifier Cost to Raise Cost to Maintain For more details on police forces, see GURPS Cops and LEO +100% +100% GURPS SWAT. P m 4 J 2016 yramid agazine uly o F Quality: Basic equipment; Average troops. n the orCe Features: LEO. These are some of typical elements that police forces Cost: $120K to raise; $24K to maintain. might send out to deal with crisis situations. The cost to raise for vehicles and helicopters can be assumed to take into Motorcycle Police (TL8) account subsidies and transferred surplus equipment. Motor Recon Police Car (TL8) This is a highway patrol officer on a police motorcycle armed with a handgun. Motor Recon TS: 30. WT: 1. Most North American law enforcement are deployed in Classes: Cv, F, Rec. Mobility: Motor. motor vehicle patrols. This represents a single police car, Quality: Poor equipment; Average troops. well-outfitted with communication gear and other patrol Features: LEO. equipment. The car is driven by one or two officers armed Cost: $43.75K to raise; $4.375K to maintain. with police-issue handguns, batons, and ballistic vests, plus shotguns, semi-automatic carbines, and/or assault rifles in the Mounted Police (TL8) trunk. In tactical situations, the officers may dismount and use the car as partial cover. Mounted Rifles TS: 40. WT: 1. This is a half dozen or so police officers on horseback. Classes: Cv, F, Rec. Mobility: Motor. A dwindling number of big city and some rural depart- Quality: Basic equipment; Average troops. ments maintain equestrian units for ceremonial and crowd- Features: LEO. control purposes and occasional patrol of parks or wilder- Cost: $50K to raise; $5K to maintain. ness areas. In the United States, they’re usually known as a mounted patrol or mounted enforcement unit. They are classed as “Poor” equipment as they’re only armed with pistols (rather than rifles). Yes, police! There’s a savage fox in TS: 60. WT: 2. the National History Museum! Officer Classes: Cv, F, Rec. Mobility: Mtd. Hopps is down! Please hurry! Quality: Poor equipment; Average troops. Features: LEO. – Bellwether, in Zootopia Cost: $75K to raise; $15K to maintain. Police Van (TL8) Riot Police (TL8) Light Truck Heavy Infantry This is an unarmored police van, SUV, or paddy wagon, This represents a squad of officers issued with riot helmets along with one or two officers. It has police communication with plastic face shields, riot shields, and batons, plus spe- equipment and a few long guns for the crew. It is often used cialized crowd-dispersal weapons such as pepper spray, tear to transport a SWAT team element or police command post. gas, stun grenades, rubber bullets, and Long Range Acoustic TS: 40. WT: 2. Devices. Some countries use specialized units of riot police, Classes: Cv, T1. Mobility: Motor. but in the United States, these are ordinary dismounted offi- Quality: Basic equipment; Average troops. cers issued riot-control gear. At present, U.S. riot police rarely Features: LEO. use water cannons. Cost: $50K to raise; $5K to maintain. TS: 10. WT: 1. Classes: –. Mobility: Foot. SWAT Team (TL8) Quality: Very Fine equipment; Average troops. Features: LEO. Riflemen Cost: $160K to raise; $28K to maintain. This represents five to 10 police officers with special weap- ons and tactics training, including assaulters, snipers, team Dismounted Police Officers (TL8) leader, and negotiator. The assaulters are equipped with assault carbines or submachine guns, breeching gear, and Riflemen stun grenades, and are protected by helmets and tactical body This represents a half dozen or so officers or sheriff’s dep- armor. The sniper team (also used for reconnaissance) have uties, operating on foot. They are in ballistic vests, with shot- sniper rifles with telescopic or thermal imaging scopes. guns or assault carbines removed from their cars or station. TS: 160. WT: 1. This can also represent a part-time SWAT team from a small Classes: F, Rec. Mobility: Foot. police department. Quality: Basic equipment; Average troops. TS: 160. WT: 1. Features: Night. Classes: F, Rec. Mobility: Foot. Cost: $252K to raise; $37.2K to maintain. P m 5 J 2016 yramid agazine uly Elite SWAT Team (TL8) Police Command Post (TL8) Riflemen Command Post This represents a highly trained and superbly equipped A command post packed with communication gear for use tactical team who are practiced in a variety of special oper- by the incident commander on scene (usually a police captain) ations procedures and often use helicopters, night vision and any support staff. gear, and other specialized equipment. This includes full- TS: (300). WT: 1. time teams from big-city departments (such as LAPD SWAT Classes: C3I. Mobility: 0. or Washington ERT), as well as state or federal government Quality: Good equipment; Average troops. teams such as the FBI’s Hostage Rescue Team. Equipment is Features: LEO. similar to the standard SWAT team (if somewhat better qual- Cost: $225K to raise; $60K to maintain. ity), but training is superior. TS: 320. WT: 1. Armored Rescue Vehicle (TL8) Classes: F, Rec. Mobility: Foot. APC Quality: Good equipment; Good troops. Features: Airborne; Night. SWAT often rolls into action in SUVs or police vans, but Cost: $174K to raise; $25.2K to maintain. many better-equipped teams deploy in military-style APCs. A typical design is the Lenco BearCat, an eight-ton, four- Explosive Ordnance wheeled APC with two-person crew, 10 passengers, a 1/2” thick bulletproof steel hull, gun ports, and sirens, lights, bat- Disposal (EOD) Team (TL8) tering rams, various sensors and communication gear. The Combat Engineers older Cadillac Gage V-150 is also popular as are surplus mili- tary Mine-Resistant Ambush Protected vehicles. (See Pyramid Equipped with heavy armor, explosive-sniffing dogs, and #3/53: Action, pp. 16-19, for more details on the Cadillac Gage, a bomb-disposal robot, the unit can also be pressed into ser- including GURPS vehicle stats.) vice for other combat-engineering options, such as taking out barricaded suspects. They are classed as Inferior troops with TS: 300. WT: 4. Basic gear as the primary focus is noncombat; combat oper- Classes: Arm, Cv, F, T1. Mobility: Mech. ations (e.g., using a robot to breech a barrier and deliver a Quality: Good equipment; Average troops. bomb against a target) are usually of an improvised nature. Features: Night. Cost: $340K to raise; $17K to maintain. TS: 80. WT: 1. Classes: Eng, F. Mobility: Foot. Police Helicopter (TL8) Quality: Basic equipment; Inferior troops. Features: LEO. Utility Aircraft Cost: $90K to raise; $18K to maintain. This is a typical police helicopter, usually with a four-per- son crew, e.g., an AStar B-2 or Bell Jet 206, or a Coast Guard MH-65 Dolphin (see pp. 23-24). The crews or helicopter itself Policemen are soldiers have night vision gear and searchlights. The helicopter lacks built-in weapons but can deploy a couple of riflemen or snip- who act alone; soldiers are ers capable of firing out the open door. policemen who act in unison. TS: (100). WT: 8. Classes: Air, T1. Mobility: SA. – Herbert Spencer Quality: Basic equipment; Average troops. Features: LEO; Night. Cost: $1.65M to raise; 66K to maintain. Armored Deployment Vehicle (TL8) oPPosing Civilian ForCes Combat Engineering Vehicle (CEV) The usual mass combat opponents for police are detailed A few well-equipped police departments have one or two below. Numbers may range from a single element to a few highly specialized armored deployment vehicles. These are hundred elements! Except in a total breakdown of order, it’s mobile siege engines equipped with assault ramps, hydrau- unlikely that more than one or two categories will be encoun- lic breeching ramps, and grapple claws. they are armored to tered in a single situation. withstand armor piercing rifle fire. An example is the six-ton tracked Rook Critical Incident Vehicle. Rioting Mob (TL8) TS: 300. WT: 4. Stone Age Warriors Classes: Arm, Eng. Mobility: Mech. This is an ad-hoc group of civilian rioters, looters, or pro- Quality: Good equipment; Average troops. testers-turned-violent. They aren’t organized or disciplined, Features: None. and will likely break and run if faced with serious opposition Cost: $225K to raise; $11.25K to maintain. or properly applied riot-control measures. P m 6 J 2016 yramid agazine uly The majority of the mob have no more than fists, bricks, motorcycle outlaw action has been rare since the 1960s, but rocks, bottles, or improvised clubs acquired at the scene. they might come out given the right provocations. Mixed in with the mob, perhaps equal to half its number, are TS: 10. WT: 1. various innocents or peaceful protesters caught up in the situ- Classes: Cv, F, Rec. Mobility: Motor. ation. As such, this make identifying real rioters harder, con- Quality: Poor equipment; Inferior troops. fusing decision makers and thus affecting law enforcement’s Features: Impetuous. C3I capabilities. Cost: $6.25K to raise; $0.625K to maintain. TS: 0.25. WT: 1. Classes: Rec. Mobility: Foot. Quality: Poor equipment; Inferior troops. Features: Impetuous; Neutralize C3I. Chicago has over 13,000 police Cost: $12.5K to raise; $2.5K to maintain. officers; that is roughly 60 per square mile, Organized Protesters (TL8) and there are two precincts in a four-block radius of the diner. My guess is just a Light Infantry This is a well-organized group of “direct action” protesters matter of time before a cop would walk in. or anarchists who have taken time to equip themselves and – Dr. Spencer Reid, develop tactics. They often have face masks with improvised in Criminal Minds #12.1 gas masks, and heavy clothing. They may have some clubs or bricks, but their usual weapons are thrown incendiaries such as fireworks or Molotov cocktails. They have leaders, decent communications thanks to cell phones, and some logistic support (e.g., designated aid stations, support personnel with Friendly News Team (TL8) water bottles and food, etc.). Command Post TS: 0.5. WT: 1. This represents sympathetic reporters or bloggers who Classes: Rec. Mobility: Foot. have escaped the press pool and gotten close to the action, Quality: Poor equipment; Inferior troops. determined to ensure media oversight. Although theoretically Features: None. not working for one side or the other (hence the Disloyal fea- Cost: $20K to raise; $8K to maintain. ture), their C3I and Neutralize Recon capabilities represents the ability of forces opposing the police to gain intelligence on Street Gang (TL8) police movements by monitoring civilian news broadcasts and Riflemen the constraining effect that media coverage may have on the This element is a crew of urban criminals, such as mem- authorities’ use of force. bers of an organized street gang. They’re usually more inter- TS: (50). WT: 1. ested in fighting rival gangs than the police, but represent a Classes: C3I. Mobility: 0. sizable armed force that could be involved in major unrest. Quality: Poor equipment; Inferior troops. Notorious gangs with thousands of members in major cities Features: Disloyal; Neutralize Recon. still active in 2016 include MS-13 (or Mara Salvatrucha), the Cost: $50K to raise; $10K to maintain. Latin Kings, the Crips, the Bloods, the Trinitarios, and 18th Street. Although classed as riflemen, their Poor equipment Civilian Truck (TL8) reflects a typical armament of semi-automatic pistols, with only a few long guns or light automatic weapons. Body armor Light Truck is rare. Tactics are usually hit and run attacks, but they often An old civilian pickup truck or SUV, plus one to two crew deploy from cars or trucks. with handguns or long guns. TS: 40. WT: 1. TS: 20. WT: 2. Classes: F, Rec. Mobility: Foot. Classes: Cv, T1. Mobility: Motor. Quality: Poor equipment; Inferior troops. Quality: Basic equipment; Inferior troops. Features: Impetuous. Features: None. Cost: $15K to raise; $3K to maintain. Cost: $12.5K to raise; $1.25K to maintain. Outlaw Bikers (TL8) Battle Truck (TL8) Motor Recon Heavy Truck Members of an outlaw motorcycle club who are involved in A heavy-duty truck fitted with improvised armor. Notable criminal activity (drugs, gun running, etc.). This represents a examples are the “narco tank” up-armored trucks used by single or a couple of motorcycles and riders or a single auto- Mexican cartels for drug transport and gang fights, with heavy mobile. Characteristic weapons are brass knuckles, lead pipes, cabin armor, gun ports, and even gadgets to dump nails and chains, and steel-toed boots, plus a handgun. Mass police vs. oil. P m 7 J 2016 yramid agazine uly TS: 40. WT: 4. individual suicide bombers. Their ability to neutralize C3I Classes: T3. Mobility: Motor. represents paralysis of decision makers through threats to Quality: Good equipment; Inferior troops. civilians and dominating media rather than a direct attack on Features: None. leadership assets. Their primary goal is inflicting a series of Cost: $45K to raise; $2.25K to maintain. bombing attacks, but they are willing to commit suicide (usu- ally with explosives) rather than be taken alive. Gunmen (TL8) TS: 200. WT: 1. Riflemen Classes: Eng, F. Mobility: Foot. Quality: Poor equipment; Good troops. This element represents several well-equipped, motivated, Features: Fanatic; Neutralize C3I. and decently trained shooters with paramilitary gear and Cost: $80K to raise; $15K to maintain. semi-automatic assault weapons, often with a degree of orga- nization, discipline or military-style training. They could be well-drilled crooks equipped for a bank robbery or armored Terrorist Shooters (TL8) car heist, members of an anti-government militia, or a drug- Riflemen cartel hit team. Other non-criminal possibilities include “war- This is a small team of terrorists who prefer direct action – rior society” groups, rural posses, border security vigilantes, or a single, cinematically capable, deranged sniper or spree or ad-hoc urban neighborhood protection groups (e.g., the shooter. The shooters are well-equipped with assault weap- groups organized by Korean ex-Marines to defend shops in ons, pistols, or shotguns, plentiful ammo, and possibly a few the LA Riots). It could even represent just one or two well- grenades, improvised explosive devices, or suicide belts. They armed shooters: the North Hollywood bank robbers between are intent on causing mass casualties in a particular area them had one semi-automatic high-power rifle, three full-auto (school, place of work, parade, etc.) and then being killed by assault rifles, 3,300 rounds of ammo, and heavy body armor police or committing suicide to avoid capture. They’ll often vests augmented by trauma plates and home-made armor to barricade themselves in a building, sometimes with hostages, protect their limbs! so the siege rules may be appropriate. TS: 160. WT: 1. TS: 240. WT: 1. Classes: F, Rec. Mobility: Foot. Classes: F, Rec. Mobility: Foot. Quality: Basic equipment; Average troops. Quality: Basic equipment; Good troops. Features: None. Features: Fanatic. Cost: $60K to raise; $12K to maintain. Cost: $75K to raise; $15K to maintain. Terrorist Bombers (TL8) a a bout the uthor Combat Engineers This represents several members of a terrorist cell with David L. Pulver is a Canadian freelance author who has the capability to construct vehicle, car, or truck bombs; place written numerous roleplaying game supplements. For more improvised explosive devices (IED); and recruit and equip details, see this month’s Eidetic Memory, pp. 22-24. P m 8 J 2016 yramid agazine uly a l bove the aW C r. r by hristoPher iCe A common theme in many modern comics and graphic sentence that might be prescribed? This article seeks to novels is “If you have superhuman abilities, does that make offer solutions for the GM running contemporary superhe- you above the law?” In some ways, having inhuman abilities ro-themed games, which can also be used for campaigns with does make it difficult for the legal system to deal with such magic, cybernetics, or any other paranormal or superhuman powered individuals. After all, if someone can lift a bus over capabilities. Also included are new rules for law enforcement his head or is immune to gunfire, how can he ever be arrested? on a campaign-wide scale. Moreover, how can anyone ever force them to accept any t l l he aW oF the and The Basic Set (pp. B506-B508) talks briefly about the law, performing their duties. The GM could allow those with a cer- criminality, and legal punishment, but doesn’t give many spe- tain level of Status or Social Regard to be treated as if they cifics. GURPS uses two different scores to determine how the were functioning in a campaign with a lower austerity level. law is enforced. The Control Rating (pp. B506-507) measures In such cases, every 10 points of Status or Social Regard make the general regulation exercised by a government, while the the austerity level one level more favorable for that character Legality Class (p. B507) determines how illegal a given piece in his society. of gear is. g l amemastering the aW W g P . . . ith reat oWer GURPS Horror, p. 106, introduces the concept of “aus- terity” for describing how “real” a setting will be. The GM Just as people with medical training are expected may use this as a guideline for how the campaign world to help those in need or those with military or police reacts to player characters performing illegal actions. For training are expected to help in dangerous circum- example, if Doug the Digger brains Merlin the Malefactor stances, so might the super-powered be called to help and kills him, then: others. If registration is required (p. 11), then those who are registered may be called upon to use their abil- • In a very austere game, the law is clear that deaths must ities for good. If such “community service” is required, be investigated, and police have options like fiber matching, it’s a Duty (pp. B133-B134), possibly with Involuntary fingerprint databases, DNA typing, and any non-mundane in authoritarian settings. investigatory powers that are legal in their district. If caught, In the comics, this often goes a step further. Doug will enter the justice system, likely being indicted and Those with powers are deputized or work for govern- tried. If convicted, execution or prison awaits. ment-sanctioned organizations (e.g., the Avengers). • In a moderately austere game, he is merely “on the lam.” Game-mechanically, this can take the form of Legal He’ll be unable to cross the path of the law again, but he Enforcement Powers and Legal Immunity of any level, can go “underground” in the same city without the police possibly with “Informal, -50%” (GURPS Supers, p. 33). finding him. This may co-exist with even Involuntary Duties! • In a lenient (low to no austerity) game, he’s home free, provided there are no eyewitnesses. Police routinely side with vigilantes, covering up clues when the victim is a known crim- inal or supervillain. t h i o he eat s n This approach uses the GM’s judgment to adjudicate how the law might react to a given player character’s actions. Those looking for a more mechanical approach may use Remember that austerity interacts with the setting! For the following abstract system to determine what penalties example, a samurai in the Sengoku period could murder their actions have attracted. Whenever a player character (or peasants with little or no legal repercussions. Registered important NPC) performs an illegal act, he gains Misconduct superheroes might have similar Legal Immunity (p. B65) for Points (MP). Alternatively, points are accrued or lost on a per- property damage (or even deaths!) that happens while they’re group basis. P m 9 J 2016 yramid agazine uly 0 MP – Lawful Actions. The action is legal in most societies, blood, the GM might decide that’s worth 10 MP, plus another but some tightly controlled groups might restrict or license 12 MP for the other two deaths. it. Examples: Travel within the society’s bounds; access to A character gains -1 to reaction rolls from ordinary law-abid- “everyday” information or libraries; growing produce for ing citizens, civil authorities, and most NPCs for every 5 MP personal use. Note: Violating restrictions on a legal-but- (or fraction thereof) that person has. Roll on the Reaction Table lightly controlled action inflicts a mere 1 MP; e.g., leaving a (p. B560) every game session. On a Poor reaction, the char- legally registered car parked in the fire lane; having chick- acter is detained and questioned for his alleged actions. On a ens in an urban residential area; routinely violating the Very Bad or worse reaction, he’s arrested and charged with a condominium association’s rules; returning library books crime. (Alternatively, see GURPS Social Engineering, p. 74.) late or losing them. Those who can stay out 1-3 MP – Restricted Actions. The action is of trouble lose 1 MP per What incentive do Probes licensed, requires registration, or has week. This rate is doubled conditions attached to it in most societ- have to cooperate, to turn if they also “lay low” or ies. Examples: Self-defense (proportional leave town. If they do all themselves in? response); manufacture or selling of LC3 three, then the rate is tri- items; growing produce to sell to others. – Myke Cole, pled instead! Losing MP 4-6 MP – Illegal, Misdemeanor. The action Control Point can be adjusted depending is illegal, but in a limited or minor on the austerity of the cam- way. Examples: Attacking someone non- paign (p. 9). Those default fatally; theft of inexpensive items; accidentally killing some- values assume a moderately austere campaign (p. 9). In very one; gambling; vandalism; arson; fraud. austere campaigns, MP are lost at a rate of one per month; in 6-10 MP – Illegal, Felony. The action is highly illegal. Exam- lenient campaigns, the rate is one per day! In high austerity ples: Murder (premeditated or otherwise), theft or embez- campaigns, the GM might require a roll against Law, Street- zlement; rape/sexual assault; robbery; producing, using, wise, or another appropriate skill to lose MP in the first place. and/or selling of LC2 items (especially recreational drugs). Alternatively, players can shed MP instantly by trading 11+ or more MP – Illegal, Capital Crime. The action is hei- them in for permanent disadvantages, at a rate of 2 MP per -1 nous. Examples: Genocide; serial or mass murder; treason. in disadvantages. This trade-off allows for long-term problems with the law in exchange for removing the short-term issues. The GM can adjust the values depending on the circum- The GM can explain this however he likes: lost paperwork, stances. For example, if someone killed three people in cold “bigger fish to fry,” and so on. s P uPerhuman oWers l and the aW The section on Spell Legality (p. B507) in the Basic Set in other ways. For example, Affliction with Ecstasy is a gives a few guidelines for how magic might interact with the replacement for just about any recreational drug on the planet . . . law. But what about supernatural or superhuman abilities? and causes no side effects The GM is free to decide how such powers might be treated ad hoc, but here are some suggestions for how different types of Attacks and Psychokinesis power could interact with the current legal system. Being able to shoot bursts of energy from your eyes, move The GM can use the abbreviated guidelines from Super- things with the mind, or raise the ambient temperature are human Power Legality (p. 11) to jump-start a campaign, but he common power tropes. If the ability is no more damaging should also consider the following. than a powerful handgun (up to about 4d), it’s PLC3; anything up to 8d is PLC2. More powerful attacks are likely to be heav- Afflictions and Bindings ily restricted (PLC1 or lower). Supers with abilities that can An unmodified Affliction (pp. B35-B36) is the equivalent of kill multiple targets over a wide area are likely to be pushed a stun gun or TASER in most cases (PLC4). Similarly, a Bind- toward the military or be constantly monitored for the rest of ing (p. B40) that only restrains the target and cannot dam- their lives (PLC2 or PLC1). age him are the equivalent of handcuffs or manacles (PLC4). Abilities that allow control over the environment are sim- Afflictions that incapacitate a subject, but are otherwise non- ilarly dealt with. For example, those who can quickly heat or lethal (e.g., a paralyzing attack or one that causes terrible cool an area may make a small fortune as personal space heat- pain) are PLC3, while those that can be lethal (e.g., an attack ers or ambulatory air conditioning (PLC4). At the extreme end, that causes a coma or heart attack or Binding with the Suffo- they may be required to be as knowledgeable (and licensed) as cating enhancement) are PLC2. mundane HVAC technicians (PLC3). Afflictions that enhance a subject (e.g., those with Advan- Those who can manipulate the weather or seas have the tage or Negated Disadvantage) or cause pleasurable incapaci- capacity to inflict massive property damage and/or loss of life tation (e.g., those with the Drunk modifier) may be restricted and are likely to be closely monitored (PLC2 or PLC1). 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