[Basic] Advantage of the Week: Legal Immunity
Legal Immunity [5, 10, 15 or 20] is a mundane social advantage, providing you with some degree of exemption from laws, and thus their enforcement. Like Legal Enforcement Powers, it is in the “privilege” sub-category, and can be lost if abused. This advantage appeared in this form in GURPS Religion for 3e, with a precursor in International Super Teams.
You aren’t immune to laws with this advantage, but the laws and enforcement that apply to you are different from those that apply to most people in the setting. At [5], the laws that apply to you are approximately as restrictive as the normal ones, just different. For example, a medieval abbot is not subject to local law, but the bishop who can hold him to account will normally want to ensure that his conduct is creditable. At [10], the laws that apply to you are significantly less restrictive. The canonical example is a medieval bard, who cannot be seriously punished for anything he sings, even if it’s libellous or insulting to the local ruler. He can be excluded from court, or even banished, but not fined, imprisoned or physically punished. This immunity has prerequisites, in that you need actual skill as a bard. You also need the good opinion of your fellow-bards, who provide enforcement by being cruel in their performances about anyone who breaches your immunity. At [15], you can do pretty much as you like, provided you don’t harm the interests of whoever granted you Legal Immunity. Monarchs traditionally have this, but the canonical example is modern Diplomatic Immunity [20], where you are only subject to the laws of your own country and can’t be punished for anything by other countries. Local police can arrest you, but can’t hold or prosecute you. The only thing a country can do is expel you, by declaring you persona non grata. This requires a Duty to your own country or government, and often some kind of Rank. The extra [5] cost is because you also have “Diplomatic pouch” privileges, allowing you to send and receive physical messages that other countries aren’t allowed to intercept or read. That privilege is possible for lesser levels of Legal Immunity, if the setting allows it. Various GURPS supplements add new forms of Legal Immunity, including “Answerable only to other Gods,” “De facto government in his own tower,” “Igor Immunity,” “Represents the Patrician,” “Subject to Guild Discipline” and “Trial by His Peers” all [5] from Discworld, while Banestorm limits Bardic Immunity fairly strictly, in favour of “Skaldic Immunity” [10] and “The King is the law” [15]. Boardroom and Curia has organisations where some members have this advantage, and City Stats has “free cities,” whose populations have it in the surrounding area. DF17 Guilds provides it as a benefit for members of the right organisations, while Horror offers it for children and Men in Black. Locations: Hellsgate’s rulers have the [20] version, while students and teachers at Worminghall have to settle for [10]. Power-Ups 8 has the “Informal, -50%” limitation, which works, but can be lost easily, and Social Engineering: Keeping in Contact has “freedom of the press” extending to that level, and Pulling Rank can have it as a prerequisite for all kinds of Rank. My personal experience with this advantage is with full Diplomatic Immunity [20] in a THS game where the PCs were a group of consular services troubleshooters for the EU on Mars. One PC was an SAI, and another an under-age cat-girl bioroid, so having a human with Legal Immunity who was a director of the SAI’s holding company, and the cat-girl’s legal guardian made travel between different polities a lot easier. I never actually had to invoke Diplomatic Immunity, but having the ability to do so was an effective way of keeping confrontations from escalating. Has Legal Immunity been important in your games? |
Re: [Basic] Advantage of the Week: Legal Immunity
Maxed-out LI has always been attractive to players in my games, because they love having an official, sanctioned-by-the-GM-and-paid-in-points excuse to go around like they have a license to kill pretty much anybody who gets in the way. Thus, I'm very wary of permitting it unless the player asking for it is capable of some in-character discretion. So the answer is that yes, it has had its place in my campaigns, but never below the 15-point level, usually as a way to let would-be James Bonds laugh at Rank, Status, etc. as they pursue whatever mission they're pursuing.
|
Re: [Basic] Advantage of the Week: Legal Immunity
I've never had a game where players would mark this on their sheet, because it was either something that no one in the party would have, or everyone in the party would be treated as having it, so charging the points wasn't meaningful.
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Not itself, but I use a variant that's very slightly different that allow couriers to travel anywhere and bring information to anyone. Holding them for even an hour against their will somewhere can lead to huge legal complications and even that is barely important because anyone who wants to be able to send messages privately knows they'll lose that privilege the moment they try to stop someone else's message.
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
I've never seen anyone try to take 15-point Immunity as a "Can get away with murder" advantage, and I'd certainly require an implausibly good justification if anyone tried that in a game I was running. The diplomat John mentioned from the THS game was effectively spending the 20 points to be the Serious Accredited Diplomat of the party, making him the point man in dealings with local authorities and so forth.
One could argue that the base cost for Diplomatic Immunity (before the extra 5 points for Diplomatic Pouch Privileges) in modern-day games might often be less than the 15 point version, depending on your employer's attitudes and the state of their relations with the host country. (And note that, by the Vienna Convention, diplomatic immunity only applies in the country where you're an accredited diplomat.) Your employing nation will at minimum be very annoyed if you embarrass them, and is actually free to waive immunity and hand you over to local justice if they're annoyed or embarrassed enough. Or they may prosecute you under their own laws. Or they may recall you, or the host nation may expel you, and you may find that you've just terminated your career, or at least screwed up your promotion prospects. Going by the Wikipedia entry, yes, a few diplomats have literally got away with murder -- but others have suffered actual consequences. I think I've even heard of cases where diplomats who'd behaved like idiots suffered worse consequences after recall than they would have under the host nation's justice system; murderous dictators can be very annoyed at losing face. So perhaps a diplomat with few special connections, from a law-abiding country that values its squeaky-clean image, should be paying just (10+5) or even (5+5) points for Diplomatic Immunity. Heck, some may not even have useful Diplomatic Pouch Privileges. I've not seen other forms of Legal Immunity come up at all in games, which actually makes me think I've not tried hard enough. Hmm... |
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
Even the most tolerant of agencies probably frowns on murderhobo killing sprees. |
Re: [Basic] Advantage of the Week: Legal Immunity
Honestly, Kromm's example feels less like, "I'm going to shoot this guy just cause" and more like, "Relax, central's not going to be upset that I snapped the guard's neck, even though he's technically a civilian."
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
Which is no problem if you're a classic cultural-attache-hem-hem, but a problem if you're a junior trade official trying to get their superhero mask and utility belt into Latveria. |
Re: [Basic] Advantage of the Week: Legal Immunity
I’m now also imagining Legal Immunity taken with a Requires a Skill Roll limitation. (Administration? Law? Fast Talk?) Your Immunity is frankly questionable, but argue hard enough and it works.
Benefit of Clergy seems to have devolved into an interesting slightly limited version of the advantage by the Renaissance... |
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
A compromise to ease co-existence between the OP individual and society establishes the legal fiction they are sovereign nations. They don't own any actual territory, but they enjoy the equivalent of diplomatic immunity, and any place they choose to live is treated like an embassy. As a rule, Muggle authorities treat the character with the same respect due to a superpower or nuclear state. In practice, the super agrees they shall not threaten the security of the world, and the human governments agree to look the other way about any crime they may do. The only feasible check, should such a super go rogue and do something like large-scale atrocities or environmental devastation, would be a posse of superpowered individuals that is strong enough to overwhelm them. However, those other high-powered wizards or supers, assuming they exist, cannot be bothered to intervene if their peer occasionally abuses some unlucky Muggle. Quite likely it is b/c they enjoy the same privileges and find it too convenient. |
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
These posts from Legal Enforcement powers thread are probably relevant: once you start extended Legal enforcement powers and Legal Immunity the difference between them can get blurry.
Quote:
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
It seems like there's a pretty plain divide between them though: Legal Enforcement Powers is built around an authority to make demands with the force of law (in particular demands to surrender to your arrest and demands to let you conduct searches, but I could see that being extended). If someone defies your authority it's not just you they're defying, it's the entire system that accords you your Powers. Legal Immunity doesn't give you any coercive power at all, it simply prevents regular laws from being enforced against you. If you have extreme Legal Immunity you might be able to kidnap someone or toss their house and get away with it, but your victim isn't obligated to cooperate. However, the higher levels of Legal Enforcement Powers and of Legal Immunity do have much the same trend towards 'no rules govern your actions'. |
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
One cliche from cop shows is a villain with legal immunity. A diplomat's dependent or even a prince involved in some outrageous crime. Of course in real life that is usually for parking violations and if he behaves badly enough will be declared persona non grata (a fancy word for "tossed out on his ear").
https://allthetropes.org/wiki/Diplomatic_Impunity |
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
By the way, Ken and Robin’s podcast this week has a nice illustration of why Diplomatic Pouch Privileges might not always work quite right in the 17th century.
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
If you ask my opinion, this system deals with the elephant-in-the-room issue of high-powered supers co-existing with Muggle society in a much more practical, realistic, and satisying way than assuming all non-villainous OP supers got Honesty in their character sheet or were brainwash... err, reared by their parents to obey the law no matter what like Clark Kent. As I see it, it just takes one OP super or three facing a government decision they really find intolerable, and the whole house of cards falls apart. Marvel Civil War shenanigans aside, a typical case I can think of is a judge ruling aganst a powerful super in a child custody case. Even many otherwise 'good' supers would realistically be sorely tempted to say "f**k the law" and bring down the courthouse on the judge rather than surrendering their child. |
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
|
Re: [Basic] Advantage of the Week: Legal Immunity
Quote:
Tangentially I don't think you should take Legal Immunity if you're 'immune' because there's simply no law enforcement around. Of course, if your people are controlling the area and serving as law enforcement (for some value of law) on the populace you're back at high level Legal Immunity. |
| All times are GMT -6. The time now is 05:54 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.