Police Attention (no ontology)

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[[Maze Guard|Maze Guards]] enforce a '''set of laws''' and will not hesitate to punish the perpetrators if they see them committing crimes. Those laws are, in theory, effective for everyone in the Mazes. This, of course, includes the [[Contestant|contestant]].
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As the law enforcement faction of the Mazes, the [[Maze Guard|Police]] enforces a specific set of laws commonly referred to as '''Standard Law''' and will not hesitate to punish the perpetrators if they see them committing crimes. Standard Law is technically in effect everywhere in the Mazes, and affect everyone including the [[Contestant]], however there are certain areas which are not properly covered by law enforcement ; the [[Uncivilized Area]], due to its nature, and certain [[Towns]] which elect to follow their own rules and standards, if any at all. Outside of those areas however, Standard Law is in effect.
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Depending on the gravity of offenses, Guards assign to perpetrators a '''Wanted Level''', which is based on a color code. In order of gravity: <span style="color: white">white</span>, which is not a wanted level but a color to design innocents, <span style="color: yellow">yellow</span>, <span style="color: orange">orange</span>, and <span style="color: red">red</span>. An additional code for the most dangerous cases exists: <span style="color: red">Code 11</span>, which allows Maze Guards to shoot on sight.
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Depending on the gravity of offenses, Guards assign to perpetrators a '''Police Attention Level''', which is based on a color code. In order of gravity: <span style="color: white">white</span>, <span style="color: yellow">yellow</span>, <span style="color: orange">orange</span>, and <span style="color: red">red</span>. An additional code for the most dangerous cases exists: <span style="color: red">Code 11</span>, which allows Maze Guards to shoot on sight.
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For an offense or a crime to be detected, it must be '''reported by witnesses''' or '''seen by Guards themselves''', at the exception of offenses affecting Guards directly, including murders, which automatically elevate the perpetrator's wanted level.
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For an offense or a crime to be detected and resulting in an '''alert''', it must be '''reported by witnesses''' or '''directly seen by either Maze Guards or Town Security'''. If '''offenses are committed directly against Maze Guards (e.g. murder)''', the Police is '''automatically alerted''' and Police Attention is automatically elevated.
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* '''Note:''' If offenses are committed directly against '''Town Security in Neutral towns''', including in Independent towns, the local TownSec will also be '''automatically alerted''' and suitable consequences (e.g. [[Reputation]]) may occur. Police Attention will only increase in towns that follow Standard Law (or Standard Modified).
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When trouble has been resolved, unless the perpetrator is killed or sent to prison, his or her wanted level goes back to <span style="color: white">white</span> and all non-undiscovered crimes and offenses are erased from the records.
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The only way to avoid detection and resulting consequences (including in cases of direct offenses against Guards or TownSec) is to maintain [[stealth]].
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=== Definition of terms ===
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When trouble has been resolved, unless the perpetrator is killed or sent to prison, his or her police attention goes back to <span style="color: white">white</span> and all non-undiscovered crimes and offenses are erased from the records.
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* '''Concerned by the law''': Being that must respect the laws.
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* '''Protected by the law''': Being that must respect the laws, but is also protected by them.
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Although all humans, and all, non-wicked youkai are considered to be concerned by the law by virtue of them being sapient and not belonging to a group of creature that would be impossible to control (such as demons), not all of them are protected by the law. Generally speaking, only humans are protected by the law with the distinct exception of members of the military, which are exempt from police protection and are assumed to be capable of protecting themselves from aggressors by the very nature of their occupation. Other humans that are not protected by the law include criminals and those deemed dangerous, whose nature also exempt them from police protection. Lastly and most remarkably, [[Contestant|Contestants]] ARE protected by the law and can call the police.<br/><br/>
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All creatures that are part of civilized society are considered to be 'concerned' or 'protected' by the law. This generally includes all humans, all halflings, all non-wicked youkai, and all Angelic and Demonic beings. Protection only effectively extends to towns which support the law - Independent towns, such as criminal or self-sufficient communities, do not respect the Police's authority. Committing crimes in such towns may still result in negative reputation towards that town or faction, and will still result in attention from the local Town Security.
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As an illustration of the above rules, a Maze Soldier could effectively be imprisoned for committing any of the offenses listed below, but won't be protected if he is victim of one. The law also doesn't protect non-humans for ethical reasons; creatures such as youkai are not protected by the law as a historical testament of the society being primarily human and only tending to humans - those issues are better explained as an aspect of the [[Human-youkai rivalry]]).
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==== Offenses ====
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In most cases, offenses are defined as being committed at least by someone concerned by the law, against someone who is protected by the law; though Guards may, at their own discretion and if considered reasonable or sensible enough to do so, arrest or otherwise intercept perpetrators if the offenses involve beings that are not under the scope of the law, whether perp or victim. (For example: Someone slaughtering unreasonably high amounts of peaceful or otherwise harmless creatures, is an acceptable reason.)
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* '''Assault''': Attempting to, or (lightly) physically harming or subdue someone in an abusive, unfair, or otherwise unreasonable way, through show of force. It is considered a lighter version of '''battery'''.
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* '''Battery''': Physically harming or subduing someone in an abusive manner, up to grievously, but without killing them, in an abusive, unfair, or otherwise unreasonable way. The step further is '''murder'''.
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* '''Cannibalism''': The act of eating the remains of a member of one's own species, if said species is sapient; though the law only affects humans towards humans.
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* '''Complicity''': The act of being associated, directly or indirectly, with people suspected of having committed criminal acts, financially, materially, or in any otherwise tangible way.
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* '''Corpse desecration''': The act of damaging, mangling, destroying, or mutilating the remains of a member of one's own species with malicious intent, if said species is sapient; though the law only affects humans towards humans.
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* '''Bribery/Peer pressure''': Attempt to subdue or pacify people, specifically personnel, by either offering them money, gifts, specific items, or by threatening them, in order to avoid repercussions. Bribery, specifically towards [[Maze Guard|Guards]], involves pacifying them to dissuade them from arresting.
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* '''Degradation''': The act of damaging, dismantling and/or destroying objects and equipment that belong to members of the Maze Personnel, without authorization. Is particularly applicable to shrines, where altar desecration is legally considered degradation.
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* '''Impersonation''': When a person concerned by the law is wearing the outfit of a member of the Maze Personnel also concerned by the law, and is posing and/or acting as such - and has been busted. Most frequently happens if the person wearing the disguise has the wrong equipment, gender, or attitude.
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* '''Indecent exposure''': When a person concerned by the law (and sometimes even those that aren't) is publicly revealing certain of their body parts (buttocks, genitals, breasts) outside of certain roomstyles where they would be acceptable. Contestants may be affected by indecent exposure if they do not wear sufficient clothing to hide the concerned body parts (and may '''bust disguises''', thus potentially putting them at risk of committing impersonation (see above)).
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* '''Murder''': The act of killing, with or without intent, malicious or not, another person protected by the law. It is not considered murder if the killed being is not concerned by the law - this is another problematic aspect of the ongoing [[Human-youkai rivalry]] as youkai are not protected by the law. Murder may also be considered justified if it has been determined to be in legitimate self-defense.
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* '''Rape''': The act of [[sexual encounter|sexual intercourse]] committed against a person protected by the law, if it has been determined that the latter was not consenting.
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* '''Robbery''': The act of extorting items and equipment that belongs to someone else, using threats and/or force to force those items' owner to give them away.
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* '''Sexual assault''': The acts of inappropriate physical contact of an otherwise intimate or sexual nature, committed by a person concerned by the law, against a person protected by the law, without consent. It must be noted that attempted and failed rapes are considered this. The step above is '''rape'''.
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* '''Theft''': The act of appropriating objects and/or equipment that belongs to someone else without the original owner's consent. '''Confiscation''' is not considered theft, if performed by authorized people and for acceptable reasons (such as a punishment for crimes, done by a Guard.)
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* '''Unauthorized firearm discharge''': Considered a light misdemeanor more than anything, Guards may see fit to fine people (whether concerned by the law or not) if they are shooting their firearms in an ostensibly dangerous manner, especially in highly populated rooms.
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* '''Verbal abuse''': Insults, threats, foul language used in repetition - though technically a misdemeanor that Guards can fine for anyone using them against anyone else, it is most often used for people insulting Guards themselves.
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=== <span style="color: yellow">Code Yellow offenses</span> ===
=== <span style="color: yellow">Code Yellow offenses</span> ===
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'''Yellow-level offenses include:'''
'''Yellow-level offenses include:'''
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*Bribery/Peer pressure (Maze Guards can punish people trying to offer them money or make them quit their jobs)
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*Bribery
*Indecent exposure
*Indecent exposure
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*Abuse, assault, battery of an [[Ally Join|ally]], pet or colleague (with reservations if the concerned person is a youkai)
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*Verbal abuse, threats, insults
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*Unauthorized firearm discharge, weapon usage
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*Vandalism/unauthorized weapon usage (Discharging weapons inside of a [[Towns|town]] without a good reason, if not in the context of combat, is considered to be very bad form.)
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*Verbal abuse, threats, insults to '''Citizens and Personnel'''
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*Degradation, destruction of equipment belonging to '''Citizens and Personnel'''
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=== <span style="color: orange">Code Orange offenses</span> ===
=== <span style="color: orange">Code Orange offenses</span> ===
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Medium-gravity offenses. Such offenses are usually resolved by '''cuffing''' the perpetrator, and confiscation of equipment. Most of the times Guards confiscate the weapon in hand when the offense was committed, but they may also take away other items and/or issue fines.
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Medium-gravity offenses. Such offenses are usually resolved by '''restraining''' the perpetrator, and confiscation of equipment. Most of the times Guards confiscate the weapon in hand when the offense was committed, but they may also take away other items and/or issue fines.
'''Orange-level offenses include:'''
'''Orange-level offenses include:'''
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*Abuse, assault or battery, or attempt thereof, on any encounter protected by the law, except in blatant self-defense.
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*Assault (Attacking a creature protected by the law, regardless of damage caused)
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*Sexual assault, rape, or attempt thereof, on '''any creature'''
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*Trespassing (Certain areas are off-limits without an authorization.)
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*Theft, robbery, extortion, on a petty or medium scale (such as mugging)
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*Impersonation (Being busted while wearing a disguise.)
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*Disguise busting (if the perpetrator is revealed to wear clothes for impersonation purposes)
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*Resisting arrest (Attempting to fight or flee when a Guard announces their intention to fine or detain the Contestant.)
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*Repeated unauthorized firearm discharge, weapon usage
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*Petty thievery (Stealing items with a value inferior or equal to 1000 P$, without resorting to grand thievery methods such as bank or shop robbery.)
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*Abuse of dangerous or unauthorized items, substances, or attempt thereof (high explosives, drugs…) in a way that blatantly puts the lives of others in danger
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*Repeated Yellow-level offenses (3 yellow = 1 orange)
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*Desecration of a shrine altar
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*Committing corpse desecration on a human dead body
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*Resisting arrest
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*Repeated Yellow-level offenses may lead to an elevation of Wanted Level to Code Orange.
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=== <span style="color: red">Code Red offenses</span> ===
=== <span style="color: red">Code Red offenses</span> ===
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'''Red-level offenses include:'''
'''Red-level offenses include:'''
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*Murder, or attempt thereof, of a protected encounter, except in blatant self-defense.
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*Murder (Killing a creature protected by the law)
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*Theft, robbery, extortion on a grand scale (such as bank robberies).
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*Sexual assault of any kind (Raping, nonconsensual touching, etc. against a creature protected by the law)
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*Committing cannibalism.
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*Crime against nature / Cannibalism (Eating or being in possession of the remains (or meat processed from remains) of a sapient creature, if the offender is another sapient creature. Humans, halflings, and non-wicked youkai are considered species that are taboo to eat, and thus punishable of cannibalism.)
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*Grand thievery (Bank robberies, shop robberies, trading mission robberies, or stealing items of a total value exceeding 1000 P$.)
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*Repeated Orange-level offenses may lead to an elevation of Wanted Level to Code Red.
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*Repeated Orange-level offenses (3 orange = 1 red)
=== <span style="color: white">Code 11</span> ===
=== <span style="color: white">Code 11</span> ===
In rare situations, where a Code Red perpetrator hasn't been stopped by the Guards and continues to commit offenses, Guards may be allowed to tag this perpetrator to Code 11. This situation simply allows them to make use of their weapons offensively, and are allowed deadly force. In other words, Code 11 means &quot;Shoot to kill&quot;.
In rare situations, where a Code Red perpetrator hasn't been stopped by the Guards and continues to commit offenses, Guards may be allowed to tag this perpetrator to Code 11. This situation simply allows them to make use of their weapons offensively, and are allowed deadly force. In other words, Code 11 means &quot;Shoot to kill&quot;.
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== Prison ==
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*Repeated Red-level offenses (3 red = Code 11)
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If a [[Contestant|contestant]] is caught and arrested by a [[Maze Guard]] with a wanted level at least at Red, he/she will be cuffed, and forcefully sent to a [[Room|prison room]]. A time skip occurs if an arrest is made, during which 3d6 turns pass, and no rooms are added to the counter. There, they will be stripped of their weapons, clothes, equipment and backpack, bound to the wall then given [[jeans]] for sole clothing so that the contestant is recognized as a Prisoner.
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*Special circumstances
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Afterwards, a Guard Chief will join the Guard who arrested the contestant (unless said guard is himself/herself a Chief), and will make the list of all the offenses committed. Once the list is done, a punishment will be given by the Chief, and the contestant will be stuck in prison with a Guard until the end.<br />
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== Alerted ==
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The punishment includes '''time in prison''', and '''confiscations + fines'''.
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If the Contestant has an active attention level (anything higher than White), or has otherwise caused local authorities to be '''alerted''' by the Contestant's actions, then the Maze Police, or the local authorities will '''be on alert''' and try to hunt the Contestant down if he/she is inside of a town (depending on the town's law system and faction).
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When '''alerted''', teams composed of 1d3 members of the relevant authorities (either Maze Guards, or local TownSec) will be attempting to converge on the Contestant's position, for as long as the Contestant is inside of a town. '''Every 1d6+2 turns''', the team will enter the room the Contestant is in. Depending on the attention level, the team will attempt to engage the Contestant relevant to the attention level, using units of appropriate level:
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* Yellow will spawn one team of Maze Guards, who will just want to "chat" in order to try and fine the Contestant, and are ready to escalate to Orange if the Contestant isn't compliant.
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* Orange will spawn one team of Maze Guards, but will engage the Contestant in combat, primarily with intent to arrest, but ready to use weapons to incapacitate.
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* Red will spawn 1d2 teams of Maze Guards - if two teams show up, then one of the Guards is always a Guard Sergeant. They will engage the Contestant in combat with intent to arrest, but ready to use weapons to kill.
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* Code 11 will spawn 1d2 teams of SRT Guards, whose purpose is to engage the Contestant in combat, and where "arrest" is more of a suggestion and "kill" more the practical priority.
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If wanted by the local authorities of an Independent town, the attention level system is not used; instead, the local authorities will send more TownSec officers and go straight to combat, always to try killing the Contestant.
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Guards (or TownSec) summoned to a room due to an Alert are not immediately aware of the Contestant's presence, in order to allow the Contestant to maintain (or regain) Stealth.
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The only way to clear an '''Alert''' is to clear the Police Attention level back to White. If wanted by an Independent town, '''Alerts''' are cleared by leaving the town.
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== Prison ==
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If a [[Contestant|contestant]] is caught and arrested by a [[Maze Guard]] with a Police Attention at least at Red, he/she will be cuffed, and forcefully sent to the closest [[Towns|town]] controlled by the [[Factions|Police]], in order to be detained in the police station prison. A time skip occurs if an arrest is made, during which 4d20 turns pass (time will tick down, as if [[Waiting]]), and no rooms are added to the counter of rooms visited. If the Contestant was wounded or hurt prior to the arrest, Maze Guards may request the Contestant to forfeit medical equipment in their inventory so that any immediate and/or life-threatening conditions can be treated before transfer. If not, or if there is no medical gear available, it is possible for the Contestant to die during transfer towards the prison.
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Prison time may be between 20 and 100 turns, in which the contestant will be stuck and won't be able to move or do anything. Every 10 turns, minimal amounts of food are furnished. If the Contestant came in with severe medical conditions, then relevant medical assistance is given.
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If the Contestant survives prison transfer, he/she will be stripped of all of their weapons, clothes, equipment and load-bearing gear temporarily. The Contestant is then given free full healing, made to wear a set of prison slacks (Prison jacket, Prison trousers, Prison shoes), then sent to a random prison room in the police station, where a Maze Guard on prison duty will be found, as well as a random amount of cellmates (between 1 and 3).
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The player may choose whether or not he/she wants to RP the prison time. If yes, then the contestant will be given the chance to RP with a Maze Guard guarding the prison cell, plus a random amount of [[prisoner|prisoners]], between 0 and 2.
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Prison time may be between 100 and 400 turns (1d301+99). During this time, the Contestant will be stuck and won't be able to leave or do much apart from interacting with the other people in the room.
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After the time has been served, depending on the gravity of crimes done, the contestant will be confiscated, in order of gravity:
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The player may choose whether or not he/she wants to play through the prison time. If yes, then while in prison, the Contestant may be, at opportune times, regularly be given food and water, in order to stay alive, as well as given the opportunity to sleep if required.
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*One weapon
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If not, time skips until the end of the sentence eventlessly (no nutrition or hydration is consumed nor do any other stats tick off - it is considered to be completely skipped).
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*One weapons and compatible ammunition
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*All weapons and ammunition
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*All weapons, ammunition, and body armor
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And will then be fined, in order of gravity:
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After the time has been served, depending on the gravity of crimes done, the contestant will be fined:
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*500 P$
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* Orange level offenses: 1d5 * 100 P$ (between 100 and 500 P$), taken from carried money or bank account/credit.
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*700 P$
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* Red level offenses: 1d8+2 * 100 P$ (between 300 and 1000 P$),  taken from carried money or bank account/credit.
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*1000 P$
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* Code 11: The totality of the Contestant's carried money + 1d5+1 * 500 (between 1000 and 3000 P$) from the Contestant's bank account and/or credit
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*1000 P$ and all valuables carried.
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If the contestant does not have enough money to fulfill the fine, all of his/her money will be taken away.
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If the Contestant does not have enough money to pay the fine, either in the inventory or in bank account/credit, then the police will simply siphon away all of his/her money.
=== After prison ===
=== After prison ===
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Once the contestant has served time and was punished proper, the Guard Chief will first uncuff, then restitute clothing. Then, the Chief will take the Contestant outside of the police station they were taken to, where crates containing the Contestant's (and, if applicable, the ally's) weapons and load-bearing gear are sitting. The Contestant may then re-gear up, and leave through the doors as usual.
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Once the contestant has served time and was punished proper, the Contestant will be tasked to leave the prison room ; this will trigger two events. Firstly, the Contestant will be reunited with their confiscated gear and equipment (after fines). Lastly, the Contestant is fast-traveled out of the prison, towards the police station information lobby, where he/she will be told that they are free to go ; the player regains control at that point.
== See also ==
== See also ==
*[[Maze Guard]]
*[[Maze Guard]]

Latest revision as of 13:55, 11 April 2019

As the law enforcement faction of the Mazes, the Police enforces a specific set of laws commonly referred to as Standard Law and will not hesitate to punish the perpetrators if they see them committing crimes. Standard Law is technically in effect everywhere in the Mazes, and affect everyone including the Contestant, however there are certain areas which are not properly covered by law enforcement ; the Uncivilized Area, due to its nature, and certain Towns which elect to follow their own rules and standards, if any at all. Outside of those areas however, Standard Law is in effect.

Depending on the gravity of offenses, Guards assign to perpetrators a Police Attention Level, which is based on a color code. In order of gravity: white, yellow, orange, and red. An additional code for the most dangerous cases exists: Code 11, which allows Maze Guards to shoot on sight.

For an offense or a crime to be detected and resulting in an alert, it must be reported by witnesses or directly seen by either Maze Guards or Town Security. If offenses are committed directly against Maze Guards (e.g. murder), the Police is automatically alerted and Police Attention is automatically elevated.

  • Note: If offenses are committed directly against Town Security in Neutral towns, including in Independent towns, the local TownSec will also be automatically alerted and suitable consequences (e.g. Reputation) may occur. Police Attention will only increase in towns that follow Standard Law (or Standard Modified).

The only way to avoid detection and resulting consequences (including in cases of direct offenses against Guards or TownSec) is to maintain stealth.

When trouble has been resolved, unless the perpetrator is killed or sent to prison, his or her police attention goes back to white and all non-undiscovered crimes and offenses are erased from the records.

All creatures that are part of civilized society are considered to be 'concerned' or 'protected' by the law. This generally includes all humans, all halflings, all non-wicked youkai, and all Angelic and Demonic beings. Protection only effectively extends to towns which support the law - Independent towns, such as criminal or self-sufficient communities, do not respect the Police's authority. Committing crimes in such towns may still result in negative reputation towards that town or faction, and will still result in attention from the local Town Security.

Code Yellow offenses

Low-gravity offenses and minor trouble. Such offenses are resolved by a fine, which can go between 50 and 500 P$ per fine.

Yellow-level offenses include:

  • Bribery
  • Indecent exposure
  • Verbal abuse, threats, insults
  • Vandalism/unauthorized weapon usage (Discharging weapons inside of a town without a good reason, if not in the context of combat, is considered to be very bad form.)

Code Orange offenses

Medium-gravity offenses. Such offenses are usually resolved by restraining the perpetrator, and confiscation of equipment. Most of the times Guards confiscate the weapon in hand when the offense was committed, but they may also take away other items and/or issue fines.

Orange-level offenses include:

  • Assault (Attacking a creature protected by the law, regardless of damage caused)
  • Trespassing (Certain areas are off-limits without an authorization.)
  • Impersonation (Being busted while wearing a disguise.)
  • Resisting arrest (Attempting to fight or flee when a Guard announces their intention to fine or detain the Contestant.)
  • Petty thievery (Stealing items with a value inferior or equal to 1000 P$, without resorting to grand thievery methods such as bank or shop robbery.)
  • Repeated Yellow-level offenses (3 yellow = 1 orange)

Code Red offenses

High-gravity offenses which may endanger lives or property in the Mazes. Perpetrators elevated to Code Red must be arrested and sent to prison. This includes the contestant.

Red-level offenses include:

  • Murder (Killing a creature protected by the law)
  • Sexual assault of any kind (Raping, nonconsensual touching, etc. against a creature protected by the law)
  • Crime against nature / Cannibalism (Eating or being in possession of the remains (or meat processed from remains) of a sapient creature, if the offender is another sapient creature. Humans, halflings, and non-wicked youkai are considered species that are taboo to eat, and thus punishable of cannibalism.)
  • Grand thievery (Bank robberies, shop robberies, trading mission robberies, or stealing items of a total value exceeding 1000 P$.)
  • Repeated Orange-level offenses (3 orange = 1 red)

Code 11

In rare situations, where a Code Red perpetrator hasn't been stopped by the Guards and continues to commit offenses, Guards may be allowed to tag this perpetrator to Code 11. This situation simply allows them to make use of their weapons offensively, and are allowed deadly force. In other words, Code 11 means "Shoot to kill".

  • Repeated Red-level offenses (3 red = Code 11)
  • Special circumstances

Alerted

If the Contestant has an active attention level (anything higher than White), or has otherwise caused local authorities to be alerted by the Contestant's actions, then the Maze Police, or the local authorities will be on alert and try to hunt the Contestant down if he/she is inside of a town (depending on the town's law system and faction).

When alerted, teams composed of 1d3 members of the relevant authorities (either Maze Guards, or local TownSec) will be attempting to converge on the Contestant's position, for as long as the Contestant is inside of a town. Every 1d6+2 turns, the team will enter the room the Contestant is in. Depending on the attention level, the team will attempt to engage the Contestant relevant to the attention level, using units of appropriate level:

  • Yellow will spawn one team of Maze Guards, who will just want to "chat" in order to try and fine the Contestant, and are ready to escalate to Orange if the Contestant isn't compliant.
  • Orange will spawn one team of Maze Guards, but will engage the Contestant in combat, primarily with intent to arrest, but ready to use weapons to incapacitate.
  • Red will spawn 1d2 teams of Maze Guards - if two teams show up, then one of the Guards is always a Guard Sergeant. They will engage the Contestant in combat with intent to arrest, but ready to use weapons to kill.
  • Code 11 will spawn 1d2 teams of SRT Guards, whose purpose is to engage the Contestant in combat, and where "arrest" is more of a suggestion and "kill" more the practical priority.

If wanted by the local authorities of an Independent town, the attention level system is not used; instead, the local authorities will send more TownSec officers and go straight to combat, always to try killing the Contestant.

Guards (or TownSec) summoned to a room due to an Alert are not immediately aware of the Contestant's presence, in order to allow the Contestant to maintain (or regain) Stealth.

The only way to clear an Alert is to clear the Police Attention level back to White. If wanted by an Independent town, Alerts are cleared by leaving the town.

Prison

If a contestant is caught and arrested by a Maze Guard with a Police Attention at least at Red, he/she will be cuffed, and forcefully sent to the closest town controlled by the Police, in order to be detained in the police station prison. A time skip occurs if an arrest is made, during which 4d20 turns pass (time will tick down, as if Waiting), and no rooms are added to the counter of rooms visited. If the Contestant was wounded or hurt prior to the arrest, Maze Guards may request the Contestant to forfeit medical equipment in their inventory so that any immediate and/or life-threatening conditions can be treated before transfer. If not, or if there is no medical gear available, it is possible for the Contestant to die during transfer towards the prison.

If the Contestant survives prison transfer, he/she will be stripped of all of their weapons, clothes, equipment and load-bearing gear temporarily. The Contestant is then given free full healing, made to wear a set of prison slacks (Prison jacket, Prison trousers, Prison shoes), then sent to a random prison room in the police station, where a Maze Guard on prison duty will be found, as well as a random amount of cellmates (between 1 and 3).

Prison time may be between 100 and 400 turns (1d301+99). During this time, the Contestant will be stuck and won't be able to leave or do much apart from interacting with the other people in the room.

The player may choose whether or not he/she wants to play through the prison time. If yes, then while in prison, the Contestant may be, at opportune times, regularly be given food and water, in order to stay alive, as well as given the opportunity to sleep if required.

If not, time skips until the end of the sentence eventlessly (no nutrition or hydration is consumed nor do any other stats tick off - it is considered to be completely skipped).

After the time has been served, depending on the gravity of crimes done, the contestant will be fined:

  • Orange level offenses: 1d5 * 100 P$ (between 100 and 500 P$), taken from carried money or bank account/credit.
  • Red level offenses: 1d8+2 * 100 P$ (between 300 and 1000 P$), taken from carried money or bank account/credit.
  • Code 11: The totality of the Contestant's carried money + 1d5+1 * 500 (between 1000 and 3000 P$) from the Contestant's bank account and/or credit

If the Contestant does not have enough money to pay the fine, either in the inventory or in bank account/credit, then the police will simply siphon away all of his/her money.

After prison

Once the contestant has served time and was punished proper, the Contestant will be tasked to leave the prison room ; this will trigger two events. Firstly, the Contestant will be reunited with their confiscated gear and equipment (after fines). Lastly, the Contestant is fast-traveled out of the prison, towards the police station information lobby, where he/she will be told that they are free to go ; the player regains control at that point.

See also