Last Updated: Year 21 Day 144
Who can arrest and execute:
- Factions of all types can issue warrants for arrest and for
execution against their own members, this is known as In
Faction Arrest and Execute (IF A/E).
- Governments, Mercenaries, Bounty
Hunter and Pirate factions can issue
warrants for arrest and execution against anybody in the galaxy. This
is known as Out of Faction Arrest and Execute (OOF A/E)
- Government, Mercenary, Bounty Hunter, and Pirate factions can implicitly
arrest and execute within their own territory.
- Freelancers cannot arrest or execute. Someone wishing to do so must
have the proper privileges within the faction for which they are
arresting.
- Members of a faction can not issue an arrest warrant against their
own leader, and cannot attempt to arrest their leader while they are in
the same faction.
- It is possible to arrest both player characters (PCs) and
non-player characters (NPCs). As NPCs do not have a unique handle,
arrest warrants can only be issued for them on sight.
- Government-type factions may arrest and execute everyone within
their territory. "Government Territory" is defined as any planet,
system, sector that they control, and any super capital ship, capital ship, frigate, corvette, or space station
that they own.
- Regular factions may authorize Government, Mercenary, and Bounty Hunter factions to issue warrants, arrest and execute within the
faction's territory. "Faction Territory" is defined as any planet,
system, or sector that they control, and any capital ship or space station
that they own.
There are several special cases:
- Deep space and uncontrolled sectors are considered territory for
all government, mercenary, bounty hunter, and pirate factions.
- Uncontrolled systems are considered territory for the faction that
controls the sector.
- Uncontrolled planets are considered territory for the faction that
controls the enclosing system.
- Faction owned super capital ships, capital ships, frigates, or corvettes that are in hyperspace are considered
territory for the faction that owns them.
- Arrest is not possible aboard all other ships during hyperspace
travel.
- Ships, vehicles, and other entities that are docked aboard a faction
owned super capital ship, capital ship, frigate, corvette, or station are considered the territory of the
faction.
- Planetary control extends to the square in orbit above a planet.
The following examples illustrate common
territory situations and explains who has arrest rights:
Example
Acme Inc, an items production faction, controls the planet Tatooine.
Acme Inc cannot arrest on the planet; however, they can authorize the
mercenary faction Hammer Slammers to arrest on their behalf. Any arrest
warrants issued by Hammer Slammers can now be executed from within Acme
Inc territory.
Example
Acme Inc controls a system which contains an uncontrolled
planet. For the purposes of arrest and execute, this uncontrolled planet
is considered territory of Acme Inc. Any authorized Government, Mercenary,
or Bounty Hunter factions can arrest and execute on the planet on their
behalf.
Example
Joe Bloggs owns a Trading II Station located within an Acme
Inc controlled system. Since Joe is not a faction, the station is
considered territory of the system government, in this case Acme Inc.
Any ships or vehicles docked within the space station are also
considered Acme Inc territory.
Joe Bloggs is a member of the Galactic Empire and flies his personally
owned Bayonet-class Light Cruiser into a New Republic controlled system.
A New Republic member gets access to Joe's ship and is able to arrest him.
A Hammer Slammers owned Corvette CR-90 ship docked within the Trading II
Station. The ship is a faction owned capital ship, so it is considered
territory of Hammer Slammers, irrespective of the territory of the
Station it is docked within. This is the only exception to the above
rule.
Example
Joe Bloggs flies a personally owned YT-1300 class freighter
in hyperspace. While it is in hyperspace, no arrests can be made as it is
not a faction ship and there is no direct territory control available.
Joe Bloggs flies a Acme Inc owned Corvette CR-90 capital ship in
hyperspace. While it is in hyperspace, arrests can be made by any Acme
Inc authorized Government, Mercenary, or Bounty Hunter factions.
In order to arrest a player character (PC), you must be equipped with stun cuffs
or binders in your hands. If the arrest is successful the stun cuffs/binders will be equipped to the target.
Upon release, the stun cuffs will fall to the ground.
Binders can only be used once and will disappear upon release.
To arrest, execute or release someone, you must be at the exact
location of your target. This means you must be located in:
- Same room, if the target is in a room.
- Same surface coordinates, if the target is on the surface of a
planet but not in a room.
If a faction is dissolved, all prisoners will be released and all
warrants will be deleted.
If you are arrested, your right-hand menu will display the following
image:

- Success or failure of an arrest will be calculated immediately when
the arrest attempt is performed.
- After an unsuccessful attempt to arrest a character, the target is
protected against any other arrest attempts for 24 hours.
- Any character has a default behaviour in case he is arrested. The
possible reactions to an arrest are:
- do not resist
- try to talk the arrester out of it
- run
- hide
- fight
-
Any character can choose a general default reaction, and can also
set a reaction to internal faction arrest and for every potential faction
that may arrest him. This can be set on your Faction page in the
Darkness interface (even if you are freelance).
Example
I can define for my character that he will not resist any
arrest attempt by his own faction, and will usually try to run away in case of
any other faction, except for the Galactic Empire, in which case he will fight.
If no default behaviour is set by the player the automatic default
will be hiding.
-
For each selected reaction, different skills are used to determine
success or failure of an arrest. In each case a primary and secondary
skill is used. These are:
talk |
diplomacy |
management |
run |
speed |
dodge |
hide |
target: stealth
arrester: perception |
dexterity |
fight |
strength |
projectile or non-projectile weapons (whatever is higher) |
The primary skill is counted with the full skill level, the
secondary with half the skill level.
- A random factor will further modify the outcome. This is necessary
to determine the outcome when arrester and target have identical skill
levels, and because there will never be a 100% probability of success. Even the most skilled character around can have a
bad day and be taken off guard. The random modifier for arrests has been modelled in such
a way that small fluctuations happen all the time, helping to determine
the outcome when skill levels are identical. Large fluctuations will be
rare, but it is possible, although extremely unlikely, that a character with level 5 skill will fail
to arrest a skill level 0 character.
- After any attempt to arrest a character or NPC, or after a
character or NPC has been released, the character or NPC will be immune
to arrest attempts for 24 hours. This arrest protection does not apply
to NPCs of your own faction so that it can not be abused to protect
them against arrest by another faction.
When under arrest a character will not have access to communication
devices and is limited in his freedom. He can not:
- Move freely. This includes leaving the room, position, or party he
is in, or piloting a ship or vehicle.
- Send goods or money.
- Administrate his personal or faction assets and his faction (regardless of whether he is
the owner, leader, or a member with privileges).
- Leave or join a faction.
Any player character can force an arrested character into their
party, regardless of if they were the arrester.
Darkness messages can still be sent to arrested characters since they
are used for out of character purposes as well.
A PC or NPC can be released from arrest by a member of the arresting
faction who has issue arrest privileges.
A PC or NPC can also be broken out of arrest by another character at
the same location who has an Electronic Lock Breaker item
equipped.
A character has the option to turn his character into an NPC and
recreate as a new character at any point they wish. The NPC will
have the same handle and race as the character had and any assets
will follow the same rules as when a character is killed.
Important
If you drop your character, and regret doing so later,
the decision shall not be reversed.
In order to execute a player character (PC), there must be a death warrant issued
for the player character by your faction. The executor must have the enforce death warrant
privilege or the executor has issue death warrant privilege in order to proceed with the
execution. The player character must be arrested in order for execution to be an option.
The Execution options can be found in the Faction Arrest and Execute option area, the same page on which warrants are displayed.
As with arresting, to execute you must be at the exact location of your target. This means you must be located in:
- The same room, if the target is in a room;
- At the same surface coordinates, if the target is on the surface of a planet but not in a room.
The target must also be a member of your party.
If a faction is dissolved, all prisoners will be released and all warrants will be deleted.
Issuing a warrant for someone's death is an act that will set you
down a dark path, and should not be taken lightly.
If you have a Force Meter of -10 or greater, the following effects
apply:
- If the target has a Force Meter of 20 or greater, you gain -2 to
your Force Meter.
- If the target has a Force Meter less than 20 but greater than -30,
you gain -1 to your Force Meter
If you have a Force Meter of less than -10, you will suffer no
further effects.
Arresting someone is the job of security personnel the galaxy over.
It will only affect your Force Meter in extreme cases.
If you have a Force Meter of 30 or greater, the following effects
apply:
- If the target has a Force Meter of 40 or greater, you gain -3 to
your Force Meter.
- If the target has a Force Meter of -40 or less, you gain +3 to your
Force Meter.
If you have a Force Meter of less than 30 but greater than -30, the
following effects apply:
- If the target has a Force Meter of 40 or greater, you gain -1 to
your Force Meter.
- If the target has a Force Meter of -40 or less, you gain +1 to your
Force Meter.
If you have a Force Meter of -30 or less, the following effects
apply:
- If the target has a Force Meter of 40 or greater, you gain -3 to
your Force Meter.
- If the target has a Force Meter of -40 or less, you gain -3 to your
Force Meter.
If the target's Force Meter is not in these ranges, there is no
effect.
Execution should be the last resort, reserved only for the most evil
of people. As such, if you execute someone, you suffer the following
effects:
If you have a Force Meter of 30 or greater, the following effects
apply:
- If the target has a Force Meter of -10 or greater, you gain -5 to
your Force Meter.
- If the target has a Force Meter between -10 and -30, you gain -3 to
your Force Meter.
- If the target has a Force Meter of -30 or less, you gain +5 to your
Force Meter.
If you have a Force Meter of less than 30 but of -10 or greater, the
following effects apply:
- If the target has a Force Meter of -10 or greater, you gain -3 to
your Force Meter.
- If the target has a Force Meter of -30 or less, you gain +3 to your
Force Meter.
If you have a Force Meter of less than -10 but greater than -30, the
following effects apply:
- If the target has a Force Meter of -10 or greater, you gain -2 to
your Force Meter.
- If the target has a Force Meter of -30 or less, you gain -2 to your
Force Meter.
If you have a Force Meter of -30 or less, the following effects
apply:
- If the target has a Force Meter of -10 or greater, you gain -5 to
your Force Meter.
- If the target has a Force Meter between -10 and -30, you gain -3 to
your Force Meter.
- If the target has a Force Meter of -30 or less, you gain -5 to your
Force Meter.
Executing without a death warrant is murder.
- If the target has a Force Meter of 40 or greater, you gain -50 to
your Force Meter.
- If the target has a Force Meter less than 40 but no less than -40,
you gain -30 to your Force Meter.