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CGP GO-RP

gameplay rules policy

OOC Authors Foreword:
The intention behind this Document is that it is not server rules or mandatory. They are rules that are established by an in universe fictional organisation. To be followed or not followed with the IC consequences that come with such acts. Whilst it is General Orders, many situations are not generalised, or your character can be rebellious to the rules. When this is done to advance narratives and provide interesting stories it is beneficial for healthy emergent gameplay. This leads into separation of OOC rules for CGP which include matters to enforce fair play, and IC rules for CGP GO-RP which are flexible for storytelling. Breaking these rules is sometimes even encouraged if you want to RP the IC consequences of doing so, and it provides a more interesting story for everyone.

Concordia’s Galactic Peacekeepers

General Orders, Ranks & Procedures

“On this day, I come with a simple message, and hope for our future. Think not of yourself more highly than you any other, but rather think of yourself with sober judgment. Everyone of us, we have each different gifts, according to our journeys we’ve lived, if your gift is service, then serve; if it is teaching, then teach; if it is to encourage, then give encouragement; if it is giving, then give generously; if it is to lead, do it diligently; if it is to show mercy, do it cheerfully. Do not curse upon those who persecute you, instead cast love upon them. With the start of a new order, I pray you live in harmony with one another. Do not be proud, but be willing to associate with all kin. Rejoice with those who rejoice; mourn with those who mourn. Do not be conceited. Do not repay anyone evil with evil. If it is possible, as far as it depends on you, live at peace with everyone, through this we can create a society that is better than where each has been before. Before all else, abandon the idea of revenge my dear friends. On the contrary, if your enemy is hungry, feed them, if they are thirsty, give them something to drink. Do not let yourself dwell in evil, but instead overcome evil with good.”

- Admiral Cornwell’s Speech at the founding of the Concordia’s Galactic Peacekeepers.

Definitions

The terms specified below are defined for further use within this Document:

  • CGP:Concordia’s Galactic Peacekeeper’s, the unit in charge of maintaining peace and protecting life within the Zekke Sector.
  • GO-RP: General Orders, Ranks & Procedures, a document that guides officers in best practice.
  • Governmental Representative: A representative of the Local Concordia Government and their interests in Zekke Sector
  • Station Representative / SR: An Officer appointed to lead Dusk Station and its departments.
  • Commodore: The Commanding Officer appointed to lead the CGP.
  • Commander: A member of the CGP who is the Captain of a CGP ship
  • Ship: A vessel used for navigating through the Zekke sector, there is always a Captain to a ship.
  • Captain: An individual who has legal authority over a ship that they are in possession of. They are to be charged for Ship related crimes. In instances where the Captain is SSD, the Captaincy falls upon the next most Senior person in charge of the ship. It is expected of Captains to nominate a person to serve this purpose.
  • Crew: An individual who has enlisted on a ship under the authority of a Captain to work aboard their ship.
  • Arrestee: An individual who has been formally charged with a crime.
  • Prisoner: An individual who has been sentenced for the commission of a crime, and has not completed their sentencing.

General Orders

The below orders are organised in priority of importance, all members of the CGP are expected to be acting at all times as if the General Orders have been issued to them directly. Only extreme circumstances may alter these orders. Disobedience of these orders is to be considered the same as refusal of a direct order from a superior officer.

General Order 1

No CGP personnel shall unnecessarily use force, either collectively or individually, against members of the Zekke Sector, their duly authorized representatives, spokespersons, or designated leaders, or members of any sentient non-member race, for any reason whatsoever.

General Order 2

The sovereignty of each Zekke Sector member being respected in all things, CGP personnel shall observe any and all statutes, laws, ordinances, and rules of governance currently in effect within the jurisdiction of a Station or Planet. Violators of such ordinances will be subject to such punishments or corrections as shall be determined by local governmental bodies.

General Order 3

The request for emergency assistance from Zekke citizenry demands unconditional priority from CGP personnel. Such personnel shall immediately respond to said request, postponing all other activities.

General Order 4

Upon sighting a warship within Zekke space and identifying it as belonging to a foreign power, the commander of the CGP vessel shall determine the reason(s) for that craft's presence in the vicinity. If there is conclusive evidence that the vessel has hostile intentions, the CGP vessel may take appropriate action to safeguard the lives and property of Zekke citizens. In such cases, the commander may use their discretion in deciding whether to use force to disable the hostile vessel. However, care should be taken to avoid unnecessary loss of sentient life.

Subsection 1

Instances of encountering known threats that have previously been identified to be instantaneously hostile, in such a way that they will cause unnecessary risk to life to attempt negotiation. It is prudent to use force to disable the hostile vessel. Continuing to take care to avoid unnecessary loss of sentient life.

Subsection 2

Incursions of Fauna that are solely focused on their aggression and place life directly in danger are to be treated as hostile threats that should have necessary care put into handling. Either removing them from the Zekke sector or killing them for the safeguarding of Zekke Citizens.

General Order 5

A commander of a CGP vessel or installation, military or auxiliary, may grant political asylum to any individual without first being given express permission to do so by a representative of the Concordia government. However, said decision may and can be overturned by a superior officer or representative of the Concordia government pending a review of circumstances.

General Order 6

When verifiable proof is presented to the a Senior Peacekeeper or above that a Station Representative, or Officer in the CGP may currently be acting or have acted in the past to violate the law, the officer may relieve said representative or officer of office and authority, then assume the full powers of that office pending a full investigation by Concordia Governmental Officials.

General Order 7

Commanders with the rank of Senior Peacekeeper or higher are granted full authority to negotiate conditions of agreement and/or treaties and grant permits with representatives of other organisations when operating independently in space. In such circumstances, the Commander carries de facto powers of a Commodore. Any and all agreements arranged in this manner are subject to approval by the Commodore of the CGP and the Dusk Station Representative upon return to CGP, with abuse of power charges if misused.

General Order 8

On the approach of any vessel when communications have not been established, CGP safety-of-personnel requirements indicate that said vessel should be treated as potentially hostile until proven otherwise, and in consequence a standard defensive posture should be adopted, but no aggression initiated.

General Order 9

CGP personnel may intervene in local affairs to restore general order and to secure the lives and property of Zekke citizens only upon receiving a direct request from a resident of the local area.

General Order 10

CGP personnel may extend technological, medical, or military assistance to a member of a previously unrecognized sentient species only if such assistance in no way compromises the security of the Zekke Sector.

General Order 11

CGP Commanders are to consider the lives of their crew members as sacred. In any potentially hostile situation, the Commander will place the lives of their crew or themselves above the fate of their ship or mission.

General Order 12

Civilian and military personnel taken into custody by CGP personnel during times of extreme emergency shall be accorded proper treatment consistent with their rank or station, insofar as such treatment does not compromise the security of the Zekke Sector or the CGP.

General Order 13

When discovered by a member of CGP personnel, it is the responsibility of the CGP personnel to take such items such that they consider would be a threat to life, safety, or stability of the Zekke Sector. It is important to understand where such items come from, and to support those who may be losing items they may need to survive.

General Order 14

No member of a ship's complement, station or other ground-based installation can be held directly accountable for the actions of their superiors. Similarly, no member of a ship's company or other CGP personnel will share in disciplinary measures taken against the commanding officer(s) if said individuals were not directly involved in the actions leading to disciplinary measures.

General Order 15

An officer or crewmember may be removed from active duty status if they are judged to be incapable of fulfilling their obligations as a member of CGP, whether for medical or psychological reasons, by either the Director of Care or by a ranking Senior Peacekeeper or above and a Corpsman.

Ranks

Commodore

The Commodore is the prime authority within the CGP, their purpose is to ensure that there is safety for all that are within the Zekke sector. As they exist at the top of the CGPs chain of command, they can often be seen leading by example on best practices within the CGP and ensuring that their units are operating in a manner befitting.

Their position comes with responsibilities that are overseen and monitored thus that they maintain integrity. Whilst they can do a lot with their powers and authority, it is the duty of everyone within the CGP to ensure they are held to the mark.

The one goal that should define every Commodore's tenure is to make their region of space safer than it was at the start of their work.

Master at Arms

The Master at Arms is a Non-Commissioned Officer whose duty falls in maintenance of logistical operations, equipment and staffing, although their primary responsibility is the safeguarding of Quanteey. Whether that is training in correct processes or arming the unit appropriately.

Their job is to ensure the day to day smooth running of the operation and to make sure that everyone within the CGP has the right gear for their job, is maintaining their gear, and utilising it correctly. The Master at Arms also serves as a valuable point for taking care of prisoners that are currently aboard the Quanteey, and if required they will head into battle.

Internal Affairs Agent

Internal Affairs Agent or IAA are primarily responsible for managing Community Outreach and investigating reports of ill work conducted by the CGP. In instances where they discover that there has been corruption or abuses of power, they are authorised to arrest any and all members of CGP involved.

They can work with and assist the CGP with casework, and investigations, but they should be making best use of their freedom from that work to be going over other officers' work to ensure it’s done correctly.

Senior Peacekeeper

Senior Peacekeepers are those that only answer to Command and serve as a valuable middle point between them and other officers. They will typically lead small teams, and operate with them to ensure that the Zekke sector is safe. Their responsibilities include training Junior Peacekeepers, supporting as a liaison between the Master at Arms and their team, and to respond promptly to situations that will require their assistance.

There typically should not be more than three officers working on a ship below a Senior Peacekeeper at any given time.

Corpsman

The Corpsman has a duty of care to the Zekke sector, their focus is the health of the CGP, and those they interact with. Whether civilian, officer, prisoner or criminal, their primary focus before all other things is that everyone is alive at the end of the day.

The Corpsman is expected to be a trained Chemist, and an experienced Doctor, capable of maintaining their own Medical Ship to perform search and rescue missions upon other CGP officers, or civilians as and when required. They can also join a Senior Peacekeepers crew, to maintain the health of their team.

Peacekeeper

The core of the CGP, the standard Peacekeeper, who has gone through training and holds a responsibility to maintain safety within the sector. Trusted with their own uplink, and able to manage small ships on their own or work as part of a team with a Senior Peacekeeper. There are few responsibilities for them beyond to keep people safe and to follow their General Orders and any additional ones handed down to them.

Junior Peacekeeper

Junior Peacekeepers, or Jrs, are new staff to the CGP, ready to learn from a Commodore, Master at Arms or Senior Peacekeeper. They’re expected to listen, read their GO-RP and to not rush ahead of themselves. Learning is a marathon, not a sprint.

Jrs are expected at all times to have a superior officer with them, and to be prioritising their learning over anything else. If after some time as a Junior Peacekeeper they are interested in learning more to work as an Internal Affairs Agent or Corpsman, they can shadow one of those if they are on shift and available.

Procedures

Procedures are instructions for the correct process by which to carry out your General Orders provided to you by the Concordia Government. Any instance of the Processes disagreeing with a General Order that may arise in your duty, it is important that you weigh your morals to discern which of the sides you will fall on that is best for the safety of those around you.

Commodore’s Authority

The Commodore of the CGP is granted powers which can be used in states of emergency, for the purpose of maintaining safety of the Sector.

The Commodore’s Authority is a power which carries the responsibility of using it to do everything with this power to protect and preserve life.

Pardoning

The Commodore has the authority to pardon any individual accused of any crime that is of a Misdemeanor, Felon or Grand Felony-level sentence. The Commodore will be held accountable as accessory for any and all future criminal acts performed by an individual they have pardoned. They must also inform the sector of who was pardoned of their crimes, which crimes, and the reasoning for this decision.

General Order Amendment

The Commodore may declare amendments to General Orders during a state of emergency which will be in effect until the next Commodore takes the mantle or the end of the emergency. They must publicly announce to the Sector the temporary modification of the General Order.

No Fly Zones

The Commodore may declare No Fly Zones (NFZs), this must be through the form of a public announcement to the Sector, with specific coordinates, and a distance around the area that is not to be entered.

General Order: Omega

The Commodore has the authority to escalate the CGP to a state of General Order: Omega. This is only to be done in extreme circumstances when it is the only option to preserve all life in the Zekke sector.
Upon declaration of General Law: Omega, the following happens:

  • The Commodore becomes the Supreme Authority within the Sector
  • The Commodore is authorised to utilise any and all means to destroy the threat to life, and to direct the CGP and the civilians of the sector in doing so.
  • All other General Orders are suspended until such time as the ongoing threat to life has been ended.

Contraband

Class 1

Class 1 contraband contains all lethal, less than lethal and non-lethal weapons not otherwise covered by higher classifications. Class 1 contraband includes but is not limited to gunpowder weapons, laser weapons, protokinetic weapons, magic, swords, stun batons, and so on. All contractors retain a right to purchase, acquire and use class 1 contraband for lawful purposes. Any item used to commit a felony or capital crime becomes labelled as class 1 contraband, including but not limited to hardsuits, jetpacks, tools, utensils, and so on. If class 1 contraband is used for a felony or capital offence, the impugned contraband is to be permanently seized. Contractors who commit multiple felony or capital violations, or who resist arrest violently, may lose the right to use class 1 contraband.

Class 2

Class 2 Contraband contains: all explosive devices not otherwise covered by higher classifications; toxins or pyrotechnic chemicals held by a non-authorized chemist, objects which can be used to non-destructively or non-invasively gain unauthorized access to secured areas; exclusively restricted and/or authorized use weapons or equipment, and EMPs; CGP or Command vessels, fully automatic weapons, and weapons with unregistered modifications (unless those modified weapons are also C3). Class 2 contraband may only be used by command and security personnel, or personnel with written authorization from the Commodore, Warrant Officer or, in their absence, the Station Representative. Possession of class 2 contraband is otherwise an offence governed by the felony possession laws.

Class 3

Class 3 contains the following items. They are not limited to the provided examples:

  • All explosives of the following:
    • Covert (mines, hot potatoes, explosive pens);
    • Military grade (incendiary or explosive grenades, C4 charges);
    • Highly destructive (nuclear bombs, syndicate bombs).
  • Hostile entities technology (Telecrystals, agent IDs, encryption keys, weapons, radio jammers, implants, etc.) Syndicate vessels (Hunter, Infiltrator)
  • Restricted or classified equipment possessed by an unauthorized individual (Emergency Response Team hardsuits, pulse weapons).
  • High caliber or excessively large weapons (Pirate Cannons, X-Ray Cannons, Laser Cannons, grenade launchers, Temperature Guns, Miniguns, etc.) Concealed weaponry (cane sabers, energy daggers)

No person or vessel is to have class 3 contraband at any time. Note that high caliber weapons which may be found stocked in a security armory or are acquired from the CGP uplink catalogue are considered class 2 contraband. Possession of class 3 contraband is an offence governed by the felony possession laws.

For the purposes of removing a holoparasite or holoclown, CGP is authorized to kill those implanted with those devices by temporary execution, immediately thereafter taking all steps to resuscitate them and provide appropriate medical treatment

Investigation Procedure

Jurisdiction

CGP are bound by all laws during their work, including trespass and assault laws, and thus cannot enter locations they’re not permitted to be in, or perform searches without Probable Cause, or a Warrant.

Officers are only permitted to trespass whilst in pursuit of a suspect who has fled from an open location, whom they believe has committed a crime.

Warrants

Warrants represent official orders to the CGP, issued by the Commodore or Master-at-Arms. Warrants are only valid when issued by either of those authorities.

  • Individual Warrants may order the search of an individual, or the arrest of the individual with evidence. These warrants must include a name, the actions prescribed (search, arrest, etc.), and a description if applicable.
  • Search Warrants may order the search of an entire Ship or Station, by force if necessary, and may order the arrest of listed individuals implicated in a crime or crimes with probable cause or evidence. Search Warrants should include an area, a brief description of the probable cause, and a list of individuals if applicable.

Probable Cause

Whilst actively conducting their word, officers are held to the standard to be mindful of Probable Cause. This phrase represents a reasonable and rational suspicion that a crime has been very recently, or is in the process of, being committed. It does not mandate the officer to have solid evidence. Examples of probable cause are, but not limited to:

  • Witnessing criminal activity
  • Credible reports of criminal activity
  • Fleeing a scene of criminal activity

Probable cause is to be interpreted within the context of the situation, at the time of the incident. It negates the need for a warrant for searches, but must be reported to the Warrant Officer or Commodore afterwards for review.

Injunctions

The Commodore, Master-at-Arms, Government Representative or Station Representative are fully authorized to issue injunctions. These are legally-binding written orders restricting the actions of someone within the Zekke sector from doing something that may affect other people or their personal rights.

Injunctions may not compel someone to violate the Law, and the issuer is liable for abuse of power if this is misused. An injunction must include a list of affected people, and a detailed description of the restrictions, alongside signatures and stamps for it to be valid.

Pressing Criminal Charges

Any Individual may press charges against any other Individual. An individual may be charged with a crime, if it can be reasonably argued that the accused has committed an act in the nature and fashion as described by the criminal charge.

An individual who is a victim of a crime, can choose not to press charges, at which point the charges towards the victim are voided in their entirety. This does not apply to any charges that affect any other entities or individuals.

Multiple Counts of the one crime can be charged, with the exception of Possession, which is charged uniquely based on severity and quantity of items Possessed.

Charges that are a direct escalation of another, cannot be simultaneously held against the perpetrator if they pertain to the same incident/victim. In such a circumstance, only the most severe charge is to be applied.

Equipment Procedure

Equipment and its usage is managed by the individual Officer, and overseen by the Master-at-Arms and Commodore. It is the responsibility of the Officer to maintain their equipment, and to ensure they’re using it with proper training. Cadets are expected to conduct training with a Master-at-Arms or Commodore on how to maintain and use their equipment.

Uniform

Wear uniform and equipment provided to you by the CGP. Take care of your equipment and ensure they are on when performing any CGP duties. The CGP respects the cultural requirements that may mean wearing differing items from the traditional uniform, but you are still held to a high standard of identifiability. If you cannot be at a glance identified as being CGP you’re in breach of this.

Badge

This must be worn at all times, and if not worn, you’re to be considered off duty and cannot act as an CGP officer until you present it or return to wearing it. Any time you are not acting in an official capacity, it is expected you remove your badge so that you are officially ‘off duty’.

Armaments

When operating in Space, independent or as part of a small crew, it is the responsibility of the Officer to use equipment that is best suited to the situation. Whilst it is expected to refrain from using contraband, it is permitted only when there are no other alternatives and in the preservation of life.

All weaponry that a CGP Officer is using, is CGP property, that the officer is accountable for, and it is their assumed responsibility to protect the weapon and maintain it.

Weaponry used must be proportionate to threats, and follow escalation processes as outlined in Rules of Engagement.

Chemical Weapons

Many chemicals exist that can do significant damage via various administration methods. It is expected that CGP will never utilize lethal chemical weaponry. If the Corpsman synthesises chemical weaponry, they must only create ones for pacification of targets via non-lethal means. Possession or dispensing of other types of chemical weaponry is an offence.

Rules of Engagement

Nothing in these rules limits your right to take all necessary and appropriate action to defend yourself, your crew, and other CGP forces.

Escalation of Force:

When possible, use the following degrees of force against hostile actors:

  1. SHOUT verbal warnings to HALT;
  2. SHOW your weapon and demonstrate intent to use it;
  3. SHOVE, physically restrain, block access, or detain;
  4. SHOOT to remove the threat of death / serious injury. IF YOU MUST FIRE:
  • Fire only aimed (centre-mass) shots. NO WARNING SHOTS;
  • Fire no more rounds than necessary;
  • Fire with due regard for the safety of innocent bystanders;
  • Stop firing as soon as the situation permits.

Permits

Commodores, Master-at-Arms and Stations Representatives only are permitted to grant permits for equipment and actions that may be considered criminal. A Station Representative can only grant a permit if there is no Commodore or Master-at-arms available. This is including but not limited to licensing armaments that may not normally be allowed, or permission to enter NFZs to assist CGP in their work.

  • All Permits must be granted with the sole intent that it is to enhance sector stability and safety, never to detract from it.
  • Permits should list specifically the action/item, and the specific circumstances in which it is permitted to happen/be used.
  • Permits are required to be signed and stamped by the issuer and signed by the permit holder. With copies retained by each and faxed to CGP Station and Dusk Station.
  • The issuer is responsible for the actions conducted by those with the permit. With potential accessory charges for irresponsible crafting of a permit.
  • A permit can be revoked at any time by a Commodore, Master-at-Arms or Station Representative.
  • A permit is automatically void if the person in possession is convicted of any offence Felony or above.

The Cost of a Permit is to be negotiated between the Issuer and the recipient, with the cost of such to be an amount considered reasonable for the action/item, and for the scope of its impact.

Crimes

Crimes fall into three Categories:

  • Crimes against an Individual/Group: Criminal actions that affect an Individual, or a group of people.
  • Crimes against the Stability: Criminal actions that affect a Station, Ship, or the Sector at a whole,
  • Criminal Ship Actions: Actions that are conducted by a Ship, which will be attributed to the Captain of that ship.

If a Defendant is accused of a crime, they are granted the right to challenge the charges brought against them. To do such they may invoke the below:

  • Double Jeopardy Clause: Accused persons may not be charged on the same charges following an acquittal or conviction, except in the case of acquittal and subsequent credible admission of guilt.
  • Entrapment Clause: Accused persons found to be induced or coerced into the commission of the crimes listed in the charges are to be acquitted.
  • Exclusionary Clause: Evidence collected and/or analyzed in violation of accused persons’ rights under law is inadmissible.

(OOC NOTE: With regards to determining times for arrests, please have an OOC discussion with the arrestee on what would be best with them. They could enjoy a long running prisoner arc aboard your ship, or want to be back out as soon as possible. Be accommodating where you can and do what’s best for everyone telling stories. As such there are no times attached to the sentences and it’s up to both parties involved to determine something fair and fun)

Individual

🔸 Misdemeanor

Code Name Description
IM01 Assault To threaten unwanted physical contact on a person with both capability and intent to do so.
IM02 Harassment To verbally demean, humiliate, or harass a person with malice; or maliciously spread false information amongst a population.
IM03 Petty Larceny To deprive a person of an item in their lawful property without consent.

🟡 Felony

Code Name Description
IF02 Battery To cause physical harm or to effect unwanted physical contact on someone, without the apparent intent to kill them.
IF02 Endangerment To recklessly abandon obligations involving the continued wellbeing and/or protection of life and property, through malpractice, action, or inaction.
IF03 Individual Possession To be in unauthorised possession of a restricted item or u pto 5 items of particular danger.
IF04 Obstruction of Justice To wilfully interfere with, or refuse a decree of the court, warrant, or arrest.

🔴 Grand Felony

Code Name Description
IG01 Individual Grand Possession To be in unauthorised possession of a highly restricted item or 5 or more items of particular danger.
IG02 Kidnapping To unlawfully confine or restrict the free movement of someone against their will.
IG03 Lethal Battery To cause physical harm or to effect unwanted physical contact, to the extent that it results in their death.

💀 Capital

Code Name Description
IC01 Prevention of Revival To commit an act that prevents the revival of a person by standard medical care following their death. This includes, but is not limited to: Destruction of the Body, Hiding it in Space, Destruction of the Brain
IC02 Individual to Ship Destruction To maliciously commit an act that, directly or indirectly, renders another vessel or its part uninhabitable or inoperable without due permission of the Ship’s Captain.

Stability

🔸Misdemeanor

Code Name Description
TM01 Hooliganism To intentionally and maliciously engage in disruptive conduct, where one refuses to cease after a warning.
TM02 Trespass To enter into an area where one is not authorised nor invited.
TM03 Vandalism To deface or superficially damage public property, or property belonging to another.
TM04 Vigilantism To perform the responsibility and duty of a CGP official without approval or due cause to act.

🟡 Felony

Code Name Description
TF01 Breaking and Entering To break and enter into a ship or stations High Security Area where one is not authorised nor invited, with intent to commit a crime within.
TF02 Rioting To partake in an unauthorized riotous, tumultuous, and disruptive public assembly that refuses to disperse after warning.

🔴 Grand Felony

Code Name Description
TG01 Abuse of Power To intentionally misuse or wrongfully exercise one’s own authority, influence, or control, resulting in harm, unjust treatment, or demonstrable loss to another person.
TG02 Grand Larceny To deprive a person of any Controlled Item in their lawful possession.
TG03 Sabotage To maliciously commit an act that, directly or indirectly, hinders the operation of a vessel of its part; or, to commit an act that modifies and/or damages technology or equipment one is not authorized to access.

💀 Capital

Code Name Description
TC02 Sedition To act to overthrow a lawfully established Station Representative or governing body without lawful or legitimate cause.
TC03 Terrorism To maliciously commit an act or take hostages with reckless indifference to life in order to provoke a state of terror, intimidate, or otherwise compel the Sector to act or abstain from acting.

Ship

🔸 Misdemeanor

Code Name Description
SM01 Evading CGP For a Ship to knowingly after being hailed, avoid being approached by a CGP ship for whatever purposes.
SM02 Traffic Noncompliance For a Ship to enter into a location of which they have been forbidden or have not received prior approval. Such as but not limited to, docking to stations or entering No Fly Zones. First should be a warning from the Station Representative.
SM03 Dock Loitering For a Ship to remain upon a Docking port after it has been requested to depart from it by the Station’s Representative or a CGP Officer.

🟡 Felony

Code Name Description
SF01 Ship Possession For a Ship to be in unauthorised possession of a restricted item or up to 10 items of particular danger.
SF02 Reckless Flight For a Ship to fly in such a manner as crash into or disrupt the operation of other vessels in the area.

🔴 Grand Felony

Code Name Description
SG01 Grand Ship Possession For a Ship to be in unauthorised possession of a highly restricted item or 10 or more items of particular danger.
SG02 Smuggling For a Ship to be operating as a means of moving contraband from one location to another, or to service as a location to dispense contraband from.

💀 Capital

Code Name Description
SC01 Ship to Ship Destruction For a Ship to maliciously commit an act through the use of armaments or ramming that, directly or indirectly, renders another vessel or its part uninhabitable or inoperable without due permission of the Ship’s Captain.

Crime Modifiers

Aggravating

Name Description
Accessory Any entity found guilty of assisting in the commission of a crime, without participating in the crime itself, knowing that a crime will be, has been, or is being committed, will receive the sentence for the crimes in which they took part in full.
Aggravation Any entity found guilty of committing a crime with reckless abandon, evident signs of lack of regret or remorse, or blatant disregard for potential collateral damage, will be considered for harsher punishments.
Attempts Any entity found guilty of attempting to commit a crime, with the intent to carry out that crime, will receive the sentence for the crimes they attempted in full.
Conspiracy Any entity found guilty of planning to commit a crime, with the intent to carry out that crime eventually, and having committed an overt act pursuant to that end, will receive the sentence for the crimes they conspired towards in full.
Recidivism Any entity convicted of the same criminal charge multiple times can be tracked ongoing by CGP forces to prevent further offences.
Solicitation Any entity found guilty of encouraging, bribing, requesting, or instructing someone to commit a crime, with the intent that the entity being solicited to commit the crime, will receive for the crimes they solicited in full.

Extenuating

Name Description
Cooperation Any entity who shares actionable intelligence with the authorities, turns oneself in, testifies against accomplices, confesses to their crime, or otherwise aids the prosecution, may have their sentence reduced or waived.
Dire Emergency Any entity found to have committed a crime in the process of absolutely necessary and reasonable actions, taken with the intent to resolve or mitigate the effects of a dire emergency on one’s vessel or habitat, may have their sentence reduced by any amount, or completely waived.
Self-Defence Any entity found to have committed a crime or crimes in protection of oneself or another, and only to the necessary extent to avert a direct and imminent threat to the health and life of innocent persons, may have their sentence reduced by any amount, or completely waived.

Criminal Treatment

Prisoners have certain rights that must be upheld by the CGP. Prisoners MUST be provided the following:

Medication

Adequate Medical Care, with moral, spiritual, or legal counseling if it is requested and available. A prisoner must receive a medical check to ensure they are uninjured before they are submitted to confinement. Medication must be of a reasonable level of skillful, quality care. Prisoners are expected to be provided privacy when receiving medical treatment.

Possessions

Prisoners clothing must always be made available for prisoners to change into Confiscated clothing should be returned upon request provided it is not evidence or provides a clear risk to other prisoners or CGP safety. Food and water for organic prisoners must be available and provided on request, power for silicon prisoners must be provided. Prisoner possessions are to be stored until the end of a prisoner’s sentence. At which point all items that are not evidence in the commission of a crime, or contraband are to be returned.

Safety

Should the holding cells, or genpop become uninhabitable, prisoners must be securely relocated to another area until their confinement area is made habitable. Prisoners attempting to escape confinement when the confinement is seen as being unsafe are not to be charged for any actions they took during that process.

Payments

Payments for CGP Employees are to be handled at a rate of 20k per hour of work performed. It is the responsibility of Officers to check in and out on their available hours, as well as to be providing productive work during their working hours.

Hand-ins of Contraband are to be handled at a rate of 3,000 Spesos per FUC worth of Contraband handed into the CGP. Although this rate can be altered depending upon the Sheriff and their need to get contraband from the Sector.

Last updated 1 week ago