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Space Travel, Regulations and You!

#1
“Any sentient that has ever dreamt about owning a ship and traversing the stars has, at one point or another, looked up the necessary information on what permits they need. To save you all from time and effort navigating the mess that are the Republic or Imperial Bureaucracies and their respective Space Ministries, I have compiled below all the information that you should know, if they were to apply for a Captain’s permit.”
[/quote]

Hello fellow roleplayers of the Progenitor Server!

The guide begins with a few brief words about the various Spacefaring Agencies that exist out there, then goes on to describe more specific processes that are required in order to obtain a permit.

Finally, as a word of warning against misfortune (because none of us is a lying, thieving, conniving smuggler), a list of infractions and what kind of prosecution is expected for each one is included at the end of this document.

Disclaimer
As always, I would like to remind that the aim of this thread is not to dictate how RP “should” happen, but instead to offer insight on how a series of gaming accessories with a large amount of material, treated the chosen subject. This kind of information can help players that may want to include in their RP a specific scene or some flavor, by providing information and simple formulas that were used by the West End tabletop RPG series to explain the subject of choice and generally make the Galaxy a larger, fleshed out, more realistic place to live in.

For ease of reading, the material will be broken down in parts (if required) and heavy use of spoiler tags will be utilized to keep the text as comfortably formatted as possible.




Sources
The material in this thread can be found and has been adapted from Platt’s Starport Guide [isbn: 0874312248]

Contents

1. Spacefaring Agencies - The Republic and Imperial Space Ministries
2. Spacefaring Agencies - Bureau of Ships and Services (BoSS), Navies and Customs
3. Your papers, please
4. Crime and Punishment - Infractions


1. Spacefaring Agencies - The Republic and Imperial Space Ministries

Space is filled with rules and regulations meant to protect most honest, legitimate spacers plying the hyperspace lanes and ports of the galaxy. These regulations make sure spacers are fully qualified to go zipping around the galaxy in starships, certify that those starships are spaceworth, and insure that weapons on starships are for protective purposes. They also set down some general rules regarding trade and flight within most civilized systems.
Needless to say, most smugglers tend to ignore them.

However, even these smugglers need to get around the galaxy, which means that at least part of the time we need to work within the existing labyrinthine bureaucracy governing space travel [poster’s note: especially with not one, but two major governments occupying most of the galaxy, and currently at war with each other!]

Let’s take a quick look at the most important groups which create, record and enforce regulations on space travel.

Imperial [republic] Space Ministry

The Empire and the Republic laws - when it comes to starship regulations - don’t have many differences, besides the severity of punishments. Generally, both follow the same category of infraction codes - commonly known as Imperial Penal References or Republic Penal References (ImPeRe and RePeRe respectively). These rules and regulations are updated and tracked by their respective Space Ministries - their Navies’ regulatory agency monitoring space travel.

The Space Ministry of each nation reviews the immense volumes of their Spacefaring Regulations annually, updating older rules and creating new ones to encompass new space traffic situations, astrographical features, military controls and other situations requiring a regulated set of protocols. Each Space Ministry publishes the updates and changes every year in the Spacer’s Information Manual or SIM - ISIM for Imperial and RSIM for Republic spacers - available for a minor 25 credits charge when spacers update or renew their flight certification. Of course, smugglers and others who obtain their captain’s accredited license through less legitimate channels have no easy access to the SIM… not that they particularly need it or pay much attention to it anyway.


[spoiler=It’s hard being legal]
[Poster’s note: A major difficulty for a legitimate Captain in our era is keeping up to date with all the regulations that might affect him and making sure he’s covered on all sides. The SIM is a huge document to begin with, filled with legal texts and with procedures on how to tackle all recorded cases of traffic and space interactions. It would be hard work to remember its contents alone.
Now, picture this two-fold, for two major governments - Empire and Republic - each saying “mostly” the same things, with small differences between them and each fining a Captain that fails to either procure their respective SIM or if he/she fails to act according to each government’s regulations.
Now, add in another - minor - faction, like the secluded Tion Hegemony. Their own sets of rules and regulations, their own fines, their own treatment etc. And now add a fourth - the Hutt Space Ministry. Getting bogged down already?
Sometimes, it’s easier to just be a smuggler…]

[/spoiler]

Each Space Ministry also certifies new starports and occasionally inspects heavily used starports to be sure landing and docking facilities meet with certain Imperial or Republic standards for safety and security. The Space Ministry most often concerns itself with regulating starports with busy or high levels of starship traffic, those starports along major trade corridors or starports in systems with industrial, tactical or political importance to either side of the war. As a rule, its inspectors don’t even bother with starports classified as landing fields or limited services - even standard class starports are often overlooked if not important to the military and industrial machine.

The ministries also coordinate reports from traders and scouts registered with each government, regarding new or upgraded hyperspace routes, new systems and worlds discovered. This data is sold as download astrogational and informational updates for starships’ general and navigational computers. The download includes updated astrogation charts and routes, new areas mapped, as well as new and updated planet profiles for access through a ship’s computer banks.

This astrogation update is available from Space Ministry offices throughout the galaxy - most often found at sector capitals. To receive the update, spacers must show their captains’ accredited license. These documents are checked for authenticity and any violations of the ImPeRe or the RePeRe on file - depending on which ministry the Captain currently talks to - before the astrogation update is authorized. A small fee of about 150 credits is also charged for the update.

Offices of the Imperial or the Republic Space Ministry throughout the galaxy also issue permits for transport of restricted goods, usually at the capital of the sector where the restricted cargo originates. Other petty permits for travel through certain hazardous routes, secure landing facilities and restricted hyperlanes or systems are also issued at space ministry offices in sector capitals.

However, when it comes to keeping track of the innumerable starships and certified spacers out there, the mighty Empire and the glorious Republic turn the formidable and important task over to an agency seemingly separate from the great military power (and conflict) which controls vast portions of the space lanes - the secretive and clan-administered Bureau of Ships and Services (BoSS)
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#2
2. Spacefaring Agencies - Bureau of Ships and Services (BoSS), Navies and Customs

Bureau of Ships and Services

Not gonna be printed for 3000 years to come Wrote:“The Bureau of Ships and Services is one of the oldest institutions in the galaxy. It has its own customs, traditions and unique personality. Most of the positions are filled through hereditary means. BoSS is as much a star-spanning tribe as it is a civil bureaucracy.

As centuries have passed and one government after government has come into power, BoSS is one of the few bureaucracies to remain relatively unchanged. BoSS has assured itself independence for two reasons. First, the sprawling and complicated files of the BoSS are kept in nearly indecipherable codes. Only family members have access to the organization codes of the files. The second reason is BoSS’s longstanding policy of neutrality. Each power that rules or manages a portion of the galaxy simply inherits BoSS’s facilities in their area of control. Apparently, the BoSS family has no political aspirations, and Republic or Empire - they’re all just another government that accept BoSS without threatening it.”

The Bureau of Ships and Services is the galaxy’s record-keeper when it comes to starship and spacer information. It keeps extensive information on starship registrations and transponder codes, captains’ flight certification, and upgraded weapons loat-outs for all ships in the galaxy. It also keeps track of astrographical and navigational information as well as data on hyperspace routes used in nav computers.

Spacers get most of their flight documents from BoSS offices around the galaxy, registering their ships, heavy weapons, and their flight abilities with BoSS databanks. BoSS also matches ship registrations with starship transponder codes and collates all this information for use in the enforcement of spacefaring regulations. BoSS keeps track of these documents as well, noting the transfer of spacecraft between owners as well as any violations against certain captains or starships from various ports. It is also rumored that BoSS keeps a record of certain Captains wanted by Imperial, Republic or independent Bounty Hunting agencies.

The Bureau’s databanks are continuously updated and transmitted to starports, systems and enforcement agencies throughout the galaxy. What information is provided by the BoSS and how quickly it is delivered to a particular client depends on subscription fees paid to BoSS for access to updated starship and spacer information. The Bureau of Ships and Services is perhaps the strangest institution in the galaxy. It doesn’t make sense and it doesn’t pretend to make sense. It basically does a lot of filing and record-keeping that the Empire and the Republic simply don’t want to be bothered with.

BoSS has been the keeper of Starship information since time began (or so it often seems). It’s not really a bureau attached to any government or other institutions like other bureaus; it doesn’t owe loyalty to anyone. One would think that after years of patrolling the star lanes, both galactic governments would have conducted enough identification verification checks on starships and their captains to compile their own records. They could; they don’t want to be bothered - at least for the time being. To say that the Empire and the Republic have to depend on BoSS is like saying the bantha needs the parasitic fur mite to survive.

[Poster’s note: are you looking for a completely independent agency/clan/organization to work for that has access to immense starship databases? Look no further than the BoSS. While the BoSS is mainly an administrative entity, it wouldn’t be too out-of-lore to hire investigators to locate ships or captains that are suspected to be carrying false papers. Or some BoSS corrupt official that does a little something on the side by planting forged entries in the massive Bureau's databanks.

In my opinion, the BoSS is as close as you can get to a “legal” mafia family, whose trade is starship and spacer information. They guard that trade with ciphers, family secrecy and traditions spanning millennia! They would stop at nothing to make sure their own private trade remains secret, private and available only through them. Hmmmm… perhaps a future character idea.]


The Navies and Customs

While BoSS keeps track of spacefaring vessels, the Imperial/Republic Navy and Imperial/Republic Customs enforce law and starfaring ordinances regarding trade and illegal use of a starship. The Navy concerns itself mostly with violations of starfaring ordinances - especially illegal modifications to starships - while the Customs monitor trade and smuggling. Often, the jurisdiction of the two agencies overlap.

These days it’s almost standard procedure when encountering Navy ship to transmit your registration and certification data documents for verification against your transponder code and BoSS records. If anything is out of order, spacers are usually boarded, inspected and questioned.
The Navy also monitors the space lanes for pirate and espionage activity.

The only problem is most spy and pirate vessels have forged starship documentation planted within BoSS databanks by computer slicers. This forces the Navy to look for other, more clever ways to detect these renegades - as well as “legitimate” smugglers along the way.
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#3
3. Your papers, please

Every spacer is required to carry certain data documents aboard their ship at all times. These are most often kept on a secure datapad issued by BoSS at the time of ship registry and captain’s accreditation - a custom format input plug available only at BoSS and Space Ministry offices is the only way of downloading new certifications and permits or altering information already existing on this datapad. [Poster’s Note: Slicers! OWNING this kind of custom plug allows you to manipulate the contents of a BoSS Datapad! This is a very premium, very lucrative, VERY expensive service to charge your customers! And a very deadly thing to own, or advertise that you own…]

Port officials or those inspecting the ship in person, request this datapad for their personal inspection, and can read the information and verify it through their own computers. A separate plug also allows the datapad to download information to a starship’s computer for transmission to port and naval authorities monitoring traffic from other ships or installations. Most busy starports require this form of identification, as starport personnel cannot possibly board every starship passing through to personally inspect data documents.

The list of some of the required documentation spacers must carry aboard their vessels, as well as how to obtain them, costs for doing so and fines for not having them, is the following. All three documents described below are available from the Bureau of Ships and Services only.

Ship’s Operating License

Every starship must have an operating license detailing the ship’s specifications, port of origin, manufacturer and registration code with the BoSS. The License also identifies the current owner and transponder codes. Transponder codes are the fingerprints of the starship - if a transponder code doesn’t match up with datafile information for a starship registry number, it’s a sure sign of illegal operation (and in most cases, a bad license forgery or data implantation on the part of the starship owner).

Operating licenses are available for 1,000 credits and require a background check on the owner, a brief inspection of the ship, and a transponder code verification reading.

Captain’s Accredited License

Every starship captain is required to have a license to pilot the particular starship class they’re flying. Some licenses cover several kinds of starships, depending on the captain’s training and experience. Obtaining a captain’s license requires several oral, written and flight tests, as well as 10 years of documented time in space, an extensive background check and a 300 credits fee.

However, BoSS often overlooks the flight time and testing for a 200 credit “expediter fee” - bringing the total for a pilot’s license to 500 credits [Poster’s note: and explaining why many pilots and captains are so young, they’d have to start their 10 years of documented flight time at the age of 5]

Arms Load-Out Permit

Non-military starships with weapons or unusually high shield ratings require an arms load-out permit acknowledging that the additional weapons and shields are authorized by the Bureau of Ships and Services. These permits are issues quite often and easily in the regions past the Colonies, as piracy and other attacks are much more common. Ships with weapons emplacements or boosted shields without one of these permits can be impounded on the grounds that it is a vessel in the service of a pirate group or - worse - used for espionage and sabotage actions against the Faction in whose space they’re caught.

Because boosted arms and shields are part of a starship’s spec profile, BoSS assumes authority in keeping track of augmented ordnance and tags the permit onto the ship’s operating license. Each weapon or boosted shield aboard a ship requires a separate permit. An arms load-out permit requires a brief inspection, verification of starship and captain’s licenses, a background check, and a minimum of 250 credit fee (the fee depends on the specific shielding and weapons to be carried). Existing weapons that are upgraded in power require new, upgraded permits.

[Poster’s Note: For the absolutely legal spacer: This is why you want to modify your vessel in large, Stellar class starports. They are usually found on sector capitals where BoSS always has offices so you can cut down on time between modifying and registering the modification.]

Getting Around BoSS

“Gee”, you might be thinking “all these documents I need to fly my spaceship require extensive background checks and inspections. How do I get around this if I’m not really using my starship for legitimate or legal activities?” It’s something we all have to know - if you get caught without any of the above documents, you’re on a one-way trip to the spice mines of Kessel!

First, you’ll need a good data document forger. It’s been said that they’ll charge you half your ship’s value just to obtain the official BoSS secure datapad, then they’ll charge you the other half of your ship to imprint the required documents on it - and sometimes that’s not too much of an exaggeration. Add to it the transponder verification codes and your bill could run pretty high.

All in all, the entire process can cost you between 6,000 and 10,000 credits depending on how good (or bad) your forger is and how well you can bargain the price down. If you look hard enough you can find forgers who do nothing but replicate fake starship documentation for a living. Their prices are usually at the cheaper end of the scale, since they mostly have regular contacts or channels through various criminal organizations.

Once you have the actual datawork done, you still need to make it official by getting into BoSS’s databanks and inputting the information as if it were legitimate. Just because you have a BoSS secure datapad with some fancy-looking documentation on it, doesn’t mean you’re okay - if it doesn’t correlate with BoSS records, you can be in big trouble. The solution? Find a slicer who has contacts, can access the BoSS data network and implant your information so it seems real.

A slicer’s services can run you about 3,000 to 5,000 credits for this kind of operation. Like document forgers, some slicers earn their living from nothing but messing with BoSS databanks. These slicers charge closer to the lower end of the scale -if- you manage to find them and strike a deal.

Once in a while you’ll find a forger/slicer team working together to produce false documents for spacers. Some even go as far as to offer “full packages” - all proper documentation, from starship certification, captain’s license and heavy weapons load-out permit, all “legitimately” updated in BoSS databanks - for 6,000 to 10,000 credits.

Of course, those of you obtaining your ships from crimelords often have the proper documentation thrown into the starship purchase deal. Besides, why would your criminal employer want his prized workers getting caught doing his dirty work because of bad forgeries?

This also works both ways. Mess with your crimelord boss who provides you with starship documents and it’s real easy for him to yank the deck out from beneath your feet and change your records with BoSS. My advice - even if you’re working for a crimelord, get your own starship documentation.
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#4
4. Crime and Punishment - Infractions

Both the Empire and the Republic can be a fairly strict organization, especially from the perspective of those of us involved in the shadier side of business. The Imperial Penal References (ImPeRe) and their respective Republic Penal References (RePeRe) divide criminal offenses into five different classes of infractions - Class Ones being the worst and Class Fives being the least severe.

The basic guidelines for each infraction is the same between the two governments on what is an infraction and which level if belongs to. The major difference is punishment, with the Republic being more “humane” and leaning towards imprisonment more than the Empire, which leans towards execution more often. That being said, in the current condition of all-out war, these differences aren’t as apparent and both sides come down heavy handed when it comes to Infractions.

The penal references are enforced by local law enforcement groups (including planetary militias), Customs Officers and Navies. Less lenient enforcement officials sometimes overlook class four and five infractions, sometimes in practice and sometimes in exchange for a “personal benefit fee” more commonly known as a bribe. Most local law enforcement groups are fairly lax while Imperial or Republic customs officers tend to have their own personal extremes. The Imperial Navy is perhaps the most impersonal group, blindly enforcing all regulations in the Imperial Penal References with little regard to “personal benefit” incentives.

Of course, if you’re seen committing one of these infractions and get away, law enforcement officials tag your starship operating license and pilot’s license with a warning light - later on, anyone conducting a TransVere on you or your ship picks up the tag, looks up your offenses and proceeds to try and bring you in on the charges.

Just so you know what you’re doing wrong - and how much trouble you’ll be in - below you'll find listed the ImPeRe infractions, enumerating the general offenses as well as probable penalties for getting caught. The Republic side is not mentioned, as they’re fairly similar - especially as mentioned above, now that both sides are in open war.

Please note that the following descriptions refer only to trade and starship operations. All kinds of local law can (and will) mess up your day. Since local officials are allowed to classify particular crimes, you wouldn’t believe what some worlds consider a class one infraction. Of course, some crimes (such as murder) will be a class one or class two infraction just about everywhere.

Additionally, some officials are overzealous in protecting their worlds and tend to trump up charges - that class four for having an unlicensed weapon may get blown into a class two, and your avenues of appeal are going to be pretty limited. Actual penalties may vary a lot as well - while the suggested penalty for a class three can be up to two years in jail, it’s not unknown for some loca constable to decide to put you away for a decade.

Some METOSPs will have information about unusual local laws, but don’t assume that just because the METOSP doesn’t say anything, that unusual laws aren’t in place. Ask around the starport to find out what laws may be lying around waiting to be used on unsuspecting spacers. As always, be careful!

Class One Infraction

These infractions are the most heinous in the Empire - or so the Imperial authorities claim. Spacers committing class one infractions who manage to escape are often branded outlaws, pirates or insurgents and they’re the prey of bounty hunters and quite often imperial forces sent out to capture them. Class One infractions include the following crimes:
  • Conspiring to Overthrow the Empire, the Dark Council or any Imperial Institution

  • Possession of a Cloaking Device

  • Attacking another Vessel in Imperial Space, without permission

  • Aggression against Imperial Personnel


Punishment for a class one infraction includes arrest, immediate impounding of the vessel involved, five to 30 years imprisonment, loss of business or flight certification and possible execution.

Class Two Infractions

These offenses are still fairly serious, although you probably won’t be branded an Enemy of the Empire for committing them. Most of these were initially implemented to curb pirate and organized criminal activities, but now serve to hinder Republic sabotage forces. Class Two infractions include:
  • Shipment of high energy weapons between systems without a permit

  • Mounting of high energy weapons on a vessel without a permit

  • Possession, purchase or transportation of illegal goods (rated with X - like spice!)

  • Purchase or transportation of stolen goods

Punishment for a class two infraction includes arrest, immediate impounding of the vessel involved, a fine of up to 10,000 credits, five to 30 years imprisonment and possible loss of business or flight certification.

Class Three Infraction

These are fairly minor in the general scheme of the galaxy, but are still fairly rigorously enforced in most major ports. You’ll find that in limited services and landing field port classifications, few officials prosecute class three infractions - if there are any officials around to begin with. Local law enforcement groups tend to overlook infractions of this level and lower for a “personal benefit fee”. Class three infractions include the following activities:
  • Attempted bribery of an imperial (or republic) official

  • Transportation of Restricted goods without a permit

Punishment for a class three infraction includes arrest, immediate impounding of the vessel involved, a fine between 2,500 and 5,000 credits, up to two years imprisonment and possible loss of business or flight certification.

Class Four Infraction

These are fairly minor offenses considering a lot of the other crimes going on throughout the galaxy. The first one’s pretty broad - there are thousands of substances which could be considered a narcotic. For instance, on Arcona, salt is considered a narcotic. Prosecution of these infractions ranges from lax to somewhat strong, depending on the temperament of the local system and local law enforcement officials. Of course, the Navy prosecutes violators of these infractions like a nashtah goes after raw meat. Class Four infractions include:
  • Purchase or transportation of any narcotic without a permit

  • Purchase or transportation of any goods requiring a permit or fee without required permit or proof of fee payment

  • Purchase or use of any vessel while lacking a ship’s operating license and captain’s accredited license

  • Posession, purchase or transportation of unrestricted item in quantity without proper taxation

Punishment for a Class Four infraction includes a fine typically between 1,000 and 5,000 credits (fines may be as low as 175 credits in some cases) and up to a month imprisonment.

[Poster’s Note: Reading the Class Four infractions should make it pretty obvious that these are the staple of the everyday smuggler. It’s mostly these infractions that less than legitimate captains are trying to avoid when transporting their wares.]

Class Five Infraction

These are fairly minor infractions often incurring nothing more than a fine - something which can often be avoided with “personal benefit fees” directed to the prosecuting officer. They mostly encompass local import and export laws (don’t forget to tune into your METOSPs to hear about any trade restrictions) as well as starship safety regulations. Class Five infractions include:
  • Violation of local import and export laws

  • Lack of Proper emergency equipment for any vessel

  • Minor violation of Traffic Control directions during landing or take off

  • Refusal to cooperate with Starport Control personnel

Punishment for a class five infraction typically includes a fine between 500 and 1,000 credits but the fine may be as low as 100 credits, or as high as 5,000 depending on the situation.


If you’ve reached this point in the document, you may consider yourselves informed on what it means to be a space captain.

See you in space and best of wishes that my guides will help you squeeze a few more creds out of your vessel and keep those pesky officials at bay!

~ Nova.

SOURCE: Nova, Kraethas. Malgus-RP, Enjin
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Ongoing Crisis
War in the Northern Territories


The Balance of Power in the Northern Territories!

"The Northern Territories shift under the weight of changing times. With the passage of the ICOT, internal strife amongst Imperial Forces in the North has lessened - though never abated. Although the momentum of the Republic has not yet been met entirely, fortification efforts and victorious naval campaigns have evened the footing at least slightly. Eyes align on systems such as Vykos, Nam'ta and Orsus to see how this proceeds.."



((OOC: The Balance of Power system has begun! Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state at the start of the next war arc will determine how strong the Republic will be in the area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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