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From: Gurth gurth@******.nl
Subject: legality codes
Date: Thu, 8 Jul 1999 19:42:23 +0200
According to Tommy Lindner, at 15:48 on 8 Jul 99, the word on
the street was...

> Ok, I know that some books point out how legality codes work and what
> e.g. 4-L means but at our last game I was asked to explain what it
> really means and I found out that I dont know nor really understood what
> they wrote in the books.
>
> So can someone please explain to me in simple words what they mean and
> how to use them.

It's very simple, really. The number in the code is the target number for
the police to hassle you over something. That means that if you run into
some cops and they notice an illegal item, you as GM roll a Police
Procedures skill test.

No successes means the officer doesn't recognize the item as being
illegal, or decides not to bother. For example, with no successes against
a heavy pistol (6P-E) the officer thinks it's a type of pistol that's
legal to carry (or maybe mistakes it for, for example, a replica), or
might even assume the character has a permit for it.

At one success, the officer knows the item is illegal, but doesn't feel
like doing anything about it. With the 6P-E pistol, the officer would
probably think "That's not allowed here, but I have a break coming up so
I'll let them get away with it this time."

With two or more successes, the officer decides to inquire about the item
(or draw a gun and shout "Get down on the floor!" depending on the
situation :) Again for the 6P-E pistol, the officer would probably come up
to the character carrying it, and ask to see his or her permit for the
weapon.


The letter in the code is the category into which the item falls. This
really only becomes important once the character has been arrested because
of the item, as it determines the fine and/or prison term the character is
facing. For these things, refer to SR3 page 274.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
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