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Court Proceedings

This article was the featured article for July/August 2025.

These can be modelled as extended social encounters, much like combat.  Referees should not rely solely on die rolls but on roleplaying scenes and having the players create advantageous conditions.

Cases should be built around a central legal conflict.  Examples from the adventure Silent PartnersJuy/August 2025, p.19: contract dispute, fraud or embezzlement, criminal prosecution/defence, suppression of evidence, mining rights challenge or challenge to corporate authority.

Phases

1. Set Up

Define the core concept:

Set the stakes: money, territory, freedom, licences, reputation etc.

Determine the opposition:

2. Preparation Phase

Use Advocate, Admin, Investigate, or Deception checks to gather documents or evidence, prep witnesses, find precedents, and so on.  Note that opposing advocates will be doing the same.  Assets gathered here can grant Boons or Banes during the Argument phase.

Each successful roll grants an ‘advantage point’.  3+ advantage points adds a Boon during the Argument Phase.

3. Argument Phase

This is a series of opposed checks, mostly likely using Advocate (and INT or EDU) vs the opposing advocate or the Judge’s assessment of the Difficulty level.  Successes and failures accumulate with three successes typically winning a case.  Use Persuade, Diplomat, or Deception (or possibly Streetwise) to shift momentum, question witnesses, or trap the opposition.  Arguments may be role played and legal ‘angles’ introduced.

Each success earns 1 point.  3 points = strong win, 2 points = narrow win or draw, 1 point or less = loss.  See Final Result table below.

4. Challenge Phase (optional)

Here, surprise evidence, surprise witnesses, emotional appeal, or legal precedent may be introduced.  The Referee may wish to use a special roll to represent new evidence emerging, documents going missing, a conflict of interest being revealed, a witness recanting (or going missing), or even a sudden change of venue, etc.  See Events below.  This could also be the moment to include interference from NPCs.  Note that Contacts or Allies may be used for legal support or secret information, etc. Enemies or Rivals may be used to introduce sabotage or corruption.

5. Judgement Phase

This is based on the number of successes achieved.  Partial success might result in a settlement, fine, or compromise ruling. Failure could involve consequences from gaol time for the client through escalation to higher authorities to disbarment for the advocate.

Example DMs here might include: Strong evidence (+2), Hostile judge (-1), Venue in home jurisdiction (+1), local politics favouring opposition (-1) and Advocate skill.

Complications may follow regardless of outcome: appeal, political fallout, assassination attempt and so on.  See Post-Verdict Consequences below.

Final Results
Points Difference Result
+2 or more Complete Victory
+1 Narrow Win/Partial Success
0 Draw/Deferred Ruling
-1 Narrow Loss/Settlement
-2 or more Loss/Sanctions Imposed

Events
Roll Event
2 Surprise Witness: an unexpected party appears with damaging/redeeming testimony. Referee decides alignment. May require rapid cross-examination of legal manoeuvring
3 Jurisdictional Challenge: the opposing advocate argues the court has no standing. Success in a Difficult (10+) Advocate check (EDU) is required to retain the venue.
4 Document Discrepancy: a critical piece of evidence is missing, falsified or delayed. Investigate or Admin may uncover the cause.
5 Mistranslation: a key legal or technical term is misinterpreted by a party or judge. May cause confusion or rulings against the PC unless corrected.
6 Public Outcry: protestors or media interference affect proceedings. Diplomat or Persuade may help control the narrative or sway opinion.
7 Tense but Orderly: the session proceeds without event, but all parties are visibly on edge. Use the moment for advantage or character insight.
8 Unexpected Precedent: a judge or clerk discovers a case from centuries ago that suddenly becomes relevant. Roll Advocate 8+ to adapt quickly.
9 Ally’s Intervention: one of the PC’s Allies or Contacts can be used to provide key information, backup evidence or moral leverage, but using this may have long term consequences.
10 Technical Failure: courtroom systems glitch, delaying testimony or evidence. Electronics (computers) may restore order. Alternatively, use this as an opportunity to slip evidence in or out.
11 Judge Replaced: the original judge is removed or steps down due to conflict of interest, illness or political pressure. The new judge is unfamiliar with the case, or worse, hostile to the PC.
12 Courtroom Attack: a physical or virtual assault occurs: bomb threat, datanet breach, protest-turned-riot, or assassination attempt. Use Streetwise or Survival to navigate the chaos.


Post-Verdict Consequences
Roll Consequence
2 Retrial Ordered: a higher authority overturns the verdict. The whole case may start again, this time with increased scrutiny or pressure.
3 Appeal Lodged: the losing side files an appeal. The PC may be pulled into another round of legal wrangling, or face political pressure to step down.
4 Violent Fallout: a party involved with the case (client, enemy, faction) reacts with violence. Assassins, vandals or hired thugs may come into play.
5 Public Opinion Sours: despite the legal win, media and citizen backlash hits hard. Carouse, Diplomat or Deception checks may be needed to preserve reputation.
6 Client Vanishes: the PC’s client disappears, possibly with critical data or evidence. Were they fleeing, kidnapped or eliminated?
7 Satisfying Closure: the case is resolved and no further complications arise… for now. This is a good moment for the PC to reflect or to take on a new case.
8 Quiet Gratitude: a powerful patron or hidden stakeholder quietly rewards the PC for their efforts: Credits, favours or a new Contact.
9 Political Leverage: the verdict shifts a local power balance. The PC may be approached to support (or undermine) new legislation, reforms or power plays.
10 Unexpected Windfall: thanks to side deals or backroom negotiations, the PC gains a share in a mine, shipping firm or arbitration rights.
11 Enemy Retaliation: an enemy begins working behind the scenes to discredit or ruin the PC. Backs should be watched.
12 New Case Emerges: the trial unearthed new evidence, or a related case is now headed to court.