Lawyers, in urban fantasy as in real
life, are necessary. Ideally lawyers fix problems, mediate
disputes, act as trustworthy agents and provide advice untainted by
emotion. For a real life example (that may actually be useful to you
if you live in the US) see the following article on traffic stops - it lays the way bureaucracy works bare and gives easy to use advice for all sides of a
dispute .
The ASE party's elven lawyer |
Bad lawyers of course exist as well,
most bad lawyers are simply overconfident, fail to explain risks
well, are desperate for fees or can't keep up with the tortuous pace
of legal action. Some are truly bad, con artists, the public face of
criminal organizations, bullies, or creeps of various stripes using
the respect society gives them and the law as cover for their
appetites. Luckily these villains are rare.
In a fantasy metropolis all this is
equally true, and adventurers seem likely to fall afoul of the law
more than most. Not simply criminal trials because they are amoral
killers, but civil actions when would be owners of adventurers' recovered
loot step forward or greedy bureaucrats attempt to get a cut. As a
civil attorney myself I can foresee numerous ways that fantasy
scenarios could become entangled with law and order. In these cases
the players will need lawyers to give them legal authority for their
acts or simply provide them time to liquidate the gold and make a
decent escape.
In my own home campaign, the mostly
corrupt (but baroque and procedure riddled) law of Denethix has
provided a way for interested powers to get the party to do its dirty
work, and try to trap it in a web of threats, debts and duties so
that the characters are compelled to do things they don't want (go
into that megadungeon they are afraid of, kill defenseless hobos and
turn over valuable to crooked policemen and sinister city
councilmen). In order to prevent this from being an unpleasant
railroad the characters need a way out. Lawyers provide that. They
also drain the character's coffers and give a sense of the difference
between PC wealth and real wealth and power. Forcing the characters
to pay 500 or 1,000 GP to back away from a role-playing mistake seems
reasonable and for my players
legal fees provide a reasonable way of doing so. I think entanglements with the law provide
a reasonable and fun mini-game – courtroom dramas are popular for a
reason.
Now the sad truth is that law is boring, mostly involving paperwork and
arguing over accounting. Point is most players don't want to or
shouldn't want to actually get involved in the minutia of legal
tussles, much like real life. Thus the lawyer system!
Now this system will only work where
law is bureaucratic to some degree – decadent, crumbling societies
of the science fantasy variety, or advanced and stable high fantasy.
Even in places where a king or noble decides the law, a law existed
(one need codified or known law for any kind of contractual system –
even if it's just a network of blood feuds it will have normalizing
rules) and hiring a specialist can help (maybe it's just the nobles
4th cousin – but its the same idea.)
Hiring a lawyer: Players may hire
lawyers easily enough, walking into a law office with a giant pile of
gold coins tends to get representation fairly quickly. The system I
am using is based on modern US law, but makes logical sense and has
four stage:
Initial Consultation: (Fee
is 10-25GP x FEE RATE)
The party comes into the law
office and presents their problem. Lawyer gives them basic advice
and tells them what they are facing legally. May give suggestions
and advice of various levels of usefulness.
Retainer :(Fee
is 100 – 500 GP x FEE
RATE) In order to work
on the case the lawyer will take a retainer, this can be negotiated
but generally this is to get the lawyer started and will include an
initial round or two of Motions and a deeper understanding of the
situation).
Law and Motion: (Fee
per round of Motions is 10GPx1D6 FEE
RATE) As
detailed below lawyers may attempt to get a case dismissed prior to
trial, I use a combat system for this. Each combat round is a round
of motions and has a cost associated with it.
Trial: (Fee
is 100GP x HP of case remaining x FEE
RATE) Trials are no
fun, consume time and cost a lot. My thought is that trials will be
conducted in game and lawyers simply give bonuses or re-rolls on
things like what on the Vornheim trial table the players have to deal
with.
Law and Motion
System: Much of bureaucratic
legal practice is the filing of motions about what sort of facts and
laws are going to be used at trial. To replicate the legal process
of motion, discovery, depositions, preliminary hearings and such I am
using a simplification of the OD&D/ LL fighting system.
Lawyer:
Each lawyer has a competence rating that determines their attack, HP
and AC. All lawyers “attack” as fighters of the level of their
competence. Hiring multiple lawyers allows for multiple attacks per
round fro each lawyer beyond the number of attorneys defending, but
each lawyer after the first attacks at a cumulative -2 to hit.
If
the PC's act as their own attorney assume that the will save money
(only 1D6x10GP per round in court fees), but will attack as a zero
level fighter with 1HD an AC of 9 and doing 1D6 damage. Feeling
generous? Maybe give a bonus of +1 (as competency) per INT bonus
point (+1 13-15, +2 16-17, +3 18) – though they still attack as Lvl
0 fighters. Needless to say, going in propria persona is not the best
idea unless the case is easy. Just like in real life.
Case:
Upon filing a case gets a number of HD indicating how large, strong
and tricky it is. I'd say 1-5HD for a small civil matter under
$2,000 GP in damages and 2-8HD for larger civil cases. Criminal
cases are tricky and have 1-10HD. The
prosecutor/plaintiff/petitioner uses the Case HP in place of the
lawyer HP.
If
a case reaches trial it's remaining HP determine it's strength. A
case that has been reduced to ½ its HP will only win ½ the GP
associated with the claim if civil when it wins and the penalties in
a criminal case will be reduced considerably. This is the difference
between proving murder most foul and simply manslaughter in the nth
degree.
Law and Motion:
Each round (consisting of 1D4 days or weeks depending on legal
system) of motions allows the filing party (Defendant always has
initiative) to make an attack against the HP of the case or Defending
lawyer. A case that is reduced to 0HP is dismissed at summary
judgment or dropped for lack of evidence. If the Defendant's lawyer
is reduced to zero HP the case proceeds to trial (You may want to try
to settle when you're almost defeated...) with its remaining HP
determining the strength of the remaining charges.
Note:
I know I am using the phrase Law and Motion in a somewhat over
inclusive manner, but I have no desire to make multiple subsystems
for each variety of legal task.
Lawyers – A Random Table
Fee: Base fee for attorney.
Name/Race: Name is self-evident.
Race is as follows for Denethix: Dominant = Human, Respected Minority
= Elf or Dwarf, Strange =Demon, Android or Insect-man and Least
Respected = Northern Elf, Halfling or Moktar
Last Name: Last name of the
attorney
Firm Name: Larger Organization
lawyer works for
Area of Expertise: An attorney
practicing in their area of expertise gets an additional +1 to
hit/damage
Competence: Used to determine
success. Competence may be deceptive, those that are incompetent tend
to know and conceal it behind a wall of impressive babble and/or
advertise themselves, while some who are competent may seem eccentric
or unsure of themselves. Competence should be concealed from the
client unless special efforts are made to determine it.
Special Notes: I would note that
these traits are in no way meant to represent actual lawyers
practicing in the United States, 95% of the lawyers I have know are
fairly innocuous folk who simply work too much.
TABLE FOR FANTASY LAWYER GENERATION - Roll 1-6 D10's
Fee | Race/ Name |
Last Name | Firm | Area of Expertise | Competence LVL, AC, Damage Bonus |
1 | Domiant/ Rudeness |
Ligato | (NONE) | Criminal | Incompetent Lvl 1, AC 8, -1 |
2 | Least Respected/ Hutz |
(NONE) | Vagabond's Legal Aid Society | Wills/Estates | Incompetent Lvl 1, AC 7, -1 |
Drunkard: Attorney is a Drunk. When drunk performs normally, when hungover performs at -1 to Hit/Damage. | |||||
3 | Dominant/ Phineas |
Nunc | Nunc, Pharrow & Tunc | Criminal | Poor Lvl 1, AC 6, 0 |
Inexperienced: Attorney is new to practice and desperate for clients. May be willing to reduce fees and/or work for promised future payment. | |||||
4 | Minortity/ Lucius Quintus |
Cincinnatus Lamar | (NAME), A Professional Cabal (A.P.C) | Real Estate | Competent Lvl 1, AC 5, 0 |
Politically Connected: for 1000GP x FEE attorney may use political connections to bribe authorities with a 50% success rate. Success means case is dismissed or succeeds, failure means Case's/Opposing Counsel's HP is restored to full. | |||||
5 | Dominant/ Ginzburg |
Habeus | Guild of Scriveners | Divorce/ Clerical |
Competent Lvl 2, AC 5, +1 |
Eccentric: Has harmless eccentricities, that may effect billing rate (may be willing to work of strange collectables) and lead clients/opposing parties to question competence. | |||||
6 | Strange/ Hugo |
Black | Low, Ball & Sleigh | Maratime/ Property | Competent Lvl 2, AC 5, +1 |
Large Firm: Attorney is part of large firm, costs are at x3, but attorney may make 2 attacks per round due to increased resources. | |||||
7 | Minority/ Bushrod |
The Babbler | Ancient and Respected Brotherhood of Litigators | Criminal | Skilled
Lvl 3, AC 4 , +1 |
Elderly/Insane: Attorney is not entirely present. They must save vs. poison each round to attack with any chance of success, but will occasionally do something brilliant and unexpected and will hit for x3 damage on a 18,19 or 20. | |||||
8 | Dominant/ Bloodeye |
(NONE) | Bloodeye and Sons | Taxation | Adept Lvl 3, AC 3, +2 |
Criminal/Diabolist: Has sinister connections to either criminal enterprises or otherworldy monsters. May be willing to trade legal services for completion of dubious missions. | |||||
9 | Dominant/ Milton |
Barzoon | (NAME), Reputable Canonist | International/ Business |
Adept Lvl 4, AC 3, +3 |
Pervert: Lawyer is a creep and will be unpleasant to work with for attractive clients. Likely to accept (or encourage) sexual favors (real or promised) in lieu of fees. | |||||
10 | Dominant/ Learned |
Hand | The Consortium of Independent Jurists. |
Business/ Taxation/ Magic |
Prodigy Lvl 5, AC 2, +4 |
Crusader: If the players are seeking help on a matter the lawyer cares about he will perform for ½ cost, and if close to winning will finish the case for free. If approached on an unrelated matter attorney will act as if competence is one category lower. |
Great post. Very thorough. It's like you have some specialized knowledge on the topic. ;)
ReplyDeleteThanks - I think I got a little carried away, I just wonder if it's too much a series of bad litigator in jokes. Does it make sense? Does it seem like it would be interesting/useful?
DeleteI dig. Domo aregato, Mr. Ligato.
ReplyDelete