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The Imperial Penal System

Hey all,

As some of you know, I'm a late comer to Traveller, and don't have the immense background some of you have in the various supplements, adventures and Traveller-related publications. So I'd like to pick yer brains.

I'm planning on running a campaign opener by having the characters meet together in prison. Way better than the meeting in a bar cliche. Characters will all have secrets, whether they deserved to be in jail or not, and it'll make for good role-playing on a number of levels to be thrown together to plan a prison break.

I have a bunch of ideas about how I want to run a maximum security Imperial penal colony/prison. But I wanted to know what you guys think. How does an Imperial prison work? How would one organize a prison break with the Orwellian technology available to the 3I?
 
Depends on the type of prison. I model my Imperial Prison Planets on a high tech Super Max philosophy. Kind of like New York in the movie "Escape From New York". It's a life (or death depending on your luck) sentence. You go in, you don't come out. No parole, no release, no appeal.

That's not to say escape is impossible, just very very difficult.

The standard treatment after sentence to Super Max is low berth transportation to the prison world aboard an IN ship under serious security. Then they drop you, still frozen, from orbit. Just like the orbital reentry package for emergencies. Not as fancy or expensive as the Drop Trooper unit.

If you survive reentry the low berth automatically cycles and presuming you survive that as well, there you are, your new home for the rest of your life, with a bare minimum of survival gear and instructions on how to live.

The whole system is Red Zoned and any ships entering are considered hostile until proven otherwise. IN patrols interdict the system and only rarely descend from orbit.

You're probably not thinking anything that serious for the PCs though :)
 
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That's actually a really cool idea. It's definitely fairly cost effective, except for all the patrol cruisers hanging around to keep the pirates from springing their mates. But imagine - it's like Australia in the 19th century. A society of criminals and social rejects. Also raises some interesting questions... like how are women treated on the prison colony? Are their second and third generation "inmates?" Will a prison world that exists for a hundred years or so eventually develop a functioning society and start paying taxes?

However, I was thinking of a work-camp type prison, one where the players are forced to live out their sentence in hard labour.

That way, when the characters escape, they make an enemy of the noble who's getting rich off of prison labour - as escapees, they ruin her prison's record and jeopardize her corporations' contract with the Imperial government.

She tries to keep it a secret from officials, while at the same time putting out a dead or alive bounty with the subsectors underworld before the players ruin her sweet deal.

I have some ideas about the way the facility would work, but I want to hear from the voices of experience.
 
I seem to recall a couple of published adventures that fit your idea pretty well. I think Adv 1 - Kinunir includes a scenario around an escape from a prison built in the hull of a surplus decommissioned Kinunir class ship. The other one is probably Adv ? - Prison Planet (or was it a double adventure?). Don't recall exactly and not handy at the moment and short on time sorry. Might have a look later and see if they offer some easy guidelines.
 
How does an Imperial prison work?

I would imagine that there is no such thing as a single "set" way that Imperial Prisons work. Due to the hands-off attitude of the 3I, local authorities seem to deal with crimes as they see fit. Correspondingly, most "high law" crimes in the 3I probably carry death sentences, which conveniently eliminates the need for prisons.

How would one organize a prison break with the Orwellian technology available to the 3I?

An interesting way to look at such things is to consider that the 3I is inherently a human Empire, that is, it is run by people instead of AIs, or aliens who are idealized parts of the human psyche. Because it's run by people, you can expect human failings to enter into it, even at TL15:

First, let's say a planet has a prevailing view that criminals can't really be "cured" - once a criminal, always a criminal. This is actually the kind of world you probably want your players to come from as they have a suitable "lock 'em up and throw away the key" attitude. Such a world wouldn't really want to invest much in rehabilitation. Perhaps they don't want to kill criminals outright because of the outcry of human rights groups in Capitol. However, since they consider criminals essentially "flesh failures" they probably wouldn't want to spend much money on them. Taking a cynical page from our own world, perhaps such a world doesn't want to deal with criminals, so "outsources" them - dealing with prison populations by sending them to another world and...

* Perhaps the world is lower-tech, taking criminals from higher-tech worlds in exchange for technological assistance/goods from higher-tech worlds. Treaties would exist to process the criminals to make sure they have no implanted high-tech devices. Given the high tech existences these prisoners had, escape would be difficult simply by the fact these people have no idea how to survive in the wild, datahackers wouldn't have any computers, and gruelling and most cruel punishment would simply be things like having to go to bed when it gets dark if the primary lightsource at night are expensive candles and having no vid to watch. The world itself might be very low TL (like just described) or somewhat higher TL, giving you the option of making prisons patterned after any number of historical Earth examples. Perhaps the world is a natural prison planet - some unusual conditions in the system's sun and the planet make for amazingly savage radiation belts around the world, like the same as a meson gun going all all the time. Only specially shielded ships can get to and from the planet, and only from a tiny starport on the other side of the world. So the players would need to cross this savage, medieval world, then get on creaky ships like from 1492 and sail across the great seas to get to the starport, then find some way to bribe/sneak aboard the shielded ships to leave the world...

* Alternatively, perhaps the world itself has some very different social structure. Like some months ago, I brought up a world in a thread about slavery on this board that uses neurochemical processes to eliminate the writing to and access to most of their of long-term memories. Such prisoners could be put to work doing the most menial and repetitive tasks and never get bored of them (entertainment is easy, find an album they like and set it on repeat - by the time the album is over they forgot they heard the first songs...). Perhaps there is some natural disaster or some similar infrastructure failure and the players remember who they are. Some people perhaps regret the terrible things they did and actually requested being sent to this world so they could forget their past, while others might be natives of the world and use the society's methods to keep from getting bored of their jobs and yearn for control to return. Of course, the players wouldn't want to be and would have to find some way to hide or escape.

On a totally different view, perhaps the players are shipped to a world that is strongly matriarchal and has a strong respect for tradition, social ritual, gender roles, and order. They're kept in a prison away from the rest of society. Escape isn't impossible, however, since the prisoners are deliberately prevented from socializing outside of the prison, prisoners stick out. If your players are playing male characters, this is easy - an assertive man on such a world would stick out like a sore thumb. Even with female players/characters they would still stick out because they don't know the proper customs or would treat men as their equals. The trick of such a place would be to somehow blend in well enough to make it to the starport, again...

* Perhaps the world has no qualms about use of neurochemical processes to "correct" deviant individuals. Akin to Larry Niven's "The State" - perhaps the world routinely processes criminals by mindwiping them and recording the personalities loyal and valuable citizens who recently died. So the players are released onto the world and tattoo'd or something. Provided they never screw up again, they'll be fine. If they do, they "die" but since the execution isn't physical, human rights groups are a little more forgiving of it. Perhaps due to the expertise of the world in such things, "capital crimes" players are sent here to be mindscrubbed and have their personalities overwritten. However, since the doctors performing such things are people too, perhaps it is possible to bribe the doctors and have them claim the surgery was done when it really wasn't...
 
I've used an alternative to the 'New York' scenario, where inmates are placed aboard prison hulks with a predetermined release date. Everyone aboard is released on the same date and prisoners are assigned to a hulk with an appropriate term to run.
Another alternative is an indentured contract, where criminals are sold to a government, Megacorp, or sometimes a private enterprise as cheap labour. Their security becomes the responsibility of the contract buyer and the government actually profits from (solved) crime. Not suitable for dangerous criminals, perhaps.
 
I will note that chattel slavery is prohibted in the imperium, and while criminal indenture isn't chattle slavery, it is just one step away.

IMTU, imperial prisons handle only imperial crimes: Barratry, Piracy, Murder, Hijack, Treason, Unlicensed Psionics, counterfitting, desertion, mutiny.

Since these are all "big time crimes", they tend tocarry severe sentences... Marooning on a prison world, or incarceration at a work-camp.

Marooning is usually handled by drop capsule, and is a life sentence. The ortillery is meson based, and anyone can go down... anything coming back up is blown away. Ships coming in are warned off, but allowed to land.... and then shot up about an hour after landing, and should they manage to take off after that, shot on ascent. The maroonees are given TL15 fabric clothes of simple utilitarian cut, summer and winter weight double issue, a good knife, a spool of 1000m of snare wire, and a wire saw, plus TL15 manufacture milspec mess kit. They usually are granted a melee weapon of choice. They are tagged with an intracranial transponder, using RFID tags. Then hey are simply dropped on a planet of the correct gender... Sure, they'll drop a couple Aslan, some vargr, and even a deranged virush, but the will all be the same gender on planet. (Females are checked for pregnancy prior to marooning; if pregnant, they are marooned only AFTER the child is born.)

Work prisons are for non-violent offenders, mostly customs evaders or negligent homicide perps. food is plentiful if one works, minimal if not. (750cal vs 3000cal). the work is usually asteroid mining or plantation farming, and corporal punishments are permitted Sentences are usualyy 2-4 years.

Escape is punished by spacing.
 
IMTU, imperial prisons handle only imperial crimes: Barratry, Piracy, Murder, Hijack, Treason, Unlicensed Psionics, counterfitting, desertion, mutiny.

That I agree with fully. Local prisons would handle any domestic offences. Here's a question - what about nobles? Nobles have to be held to a high standard of trust and honour in the Imperium or the whole interstellar party will disintegrate. Are the breaches of trust or disobedience of ones Imperial betters considered "imperial crimes"?

I like the idea of marooning - but isn't it a waste of a perfectly good habitable planet?

For the campaign opener I have in mind however, I'm thinking of a work camp. BTW, refresh my memory - what is an RFID tag?
 
That I agree with fully. Local prisons would handle any domestic offences. Here's a question - what about nobles? Nobles have to be held to a high standard of trust and honour in the Imperium or the whole interstellar party will disintegrate. Are the breaches of trust or disobedience of ones Imperial betters considered "imperial crimes"?

I like the idea of marooning - but isn't it a waste of a perfectly good habitable planet?

For the campaign opener I have in mind however, I'm thinking of a work camp. BTW, refresh my memory - what is an RFID tag?

RFID=Radio Frequency ID

As to Nobles: IMTU, at least, if convicted of significant local offenses, the moot will strip them. If it was public, it also adds a charge of treason.
 
...I like the idea of marooning - but isn't it a waste of a perfectly good habitable planet?

I agree, but who says it's a perfectly good habitable planet :devil:

What I mean is if it's a T type world and it's the home of the scum of the Imperium rather than a high pop paradise there's probably a reason.

Terrible climate, smelly flora and/or fauna, the list goes on :smirk:

There's a lot or reasons. There have to be since the OTU is full of perfectly good habitable planets that are under-developed just a couple jumps from hell worlds with huge populations.

It would also be safer (for the wardens) and cheaper to maroon criminals on a T type planet than some hell world where they'd need constant servicing just for life support.
 
I figure that local penal systems handle crimes locally, and Imperial crimes are such severe cases as to be arguably treason and thus firing squad stuff....

...of course some local penal systems will defer to Imperials and handle hard cases that the Imperium wants to keep around. Nobles who commit crimes will get by so long as their 'innocent verdict' won't cause civil unrest and that the crimes aren't bad enough to make the higher-up nobles upset... a Duke can get away with murder ( 99.9% of the time anyways ) while a soc-3 schlub would be tossed into the bastille to rot for stealing a loaf of bread....depends on the local law level I guess.
 
In addition to the Imperial prisons described in The Kinunir and Prison Planet, there is also a reference to Darrian "Exile Camps" in The Spinward Marches, for those "individuals guilty (or presumed guilty) of political crimes of discontent."

IMTU I appropriated the concept for "Exile Worlds": an Imperial citizen convicted of violating Imperial law goes to an Imperial prison while an Imperial noble who fails to observe and uphold [1] Imperial law goes to an Imperial exile world instead - for an Imperial noble, failure to uphold Imperial law is an act of "political discontent."

[1] Yes, the hair-splitting definition vis-à-vis "violate" is deliberate.
 
As a rule, nobles don't really get sent to prisons.

They or their families "work something out" with the local authorities and it leads to the noble in question to become a remittance man (or woman), given a hard slap on the hands and told not to do it again, or having a brief talk with the family Patriarch/Matriarch then left in a room with a laser pistol while said Patriarch/Matriarch goes to "take a walk."

The lowest ranks of nobles ("honor" nobles) like knights might get shipped off to a work planet, but only after having their noble titles stripped. I think the culture of nobility in the Imperium would ensure that such embarrassments wouldn't be publicized to prevent tarnishing the image of the nobility. It could be an interesting twist that perhaps fallen nobles have plastic surgery (or its TL15 equivalent) done to them to alter any standard methods of identification so they don't resemble their old selves.
 
I have a bunch of ideas about how I want to run a maximum security Imperial penal colony/prison. But I wanted to know what you guys think. How does an Imperial prison work?
Depending on how you want to consider MAXIMUM security...

IMTU, the Imperium has a very special type of prison for the most serious offenders. For the absolute worst of the worst, they amputate the arms and the legs, blind the suspect, remove the tongue, and install direct current paths to the pain centers of the brain. He's given a long-term poison that requires daily doses of antidote to keep his brain from melting; this is meant to guard against someone freeing the prisoner by main force. They hit the prisoner with enough current that he's always just on the verge of personality fragmentation. He wishes that he was in a lake of fire and brimstone -- after all, that would be just as painful, but it would be over with shortly. He's doomed to this for the rest of his life.

Then, the doctors install a direct-access port for the highest-quality anagathics available to Imperial science. The current record-holder for longest-serving prisoner is a spammer in Ilelish who's been incarcerated for just over 620 years. Yes, it's really expensive; the deterrent effects are judged to be worth it, along with the satisfaction that everyone gets knowing that horrid criminals are being punished in proportion to their crimes. I also portray Imperial officials as fanatics about proving whether or not a suspect is guilty; if you whitewash a prosecution, you're likely to end up on a slab yourself waiting for the moment when you start feeling like you're burning alive.

They've got access to enough methods that it's not unreasonable for them to expect effectively perfect results on anyone they get to put to the question; between truth drugs and advanced brainscan techniques (not to mention telepathic interrogation, because Imperial officials would never have psionic investigators working for them -- don't you know psionics aren't allowed in Imperial space?), if someone can deny involvement and have it hold up, that can be taken as definitive proof of innocence.

If you want the PCs to be in a work camp, that's fine, but I'd expect them to be lower-level prisoners. That's not to say there won't be security measures; there will surely be plenty of those. However, you're going to have to make the call as a GM about how tough you want them to be. If the whole point of the campaign is that you want the PCs to start by breaking out of prison, then they can't be all that tough to break out of. Access will certainly be controlled, probably in a lethal manner. There will be measures to keep track of prisoners, some obvious and others not so obvious.

I'd certainly expect that the Ministry of Justice has a Department of Prisons, which will keep detailed records on all Imperial prisoners, including things like genescans and the exact details of the prisoner's case and sentence. I'd also expect things like customs checks on arrival at a starport to cross-reference with criminal databases.

Maybe an Imperial ID can be faked to cover an escaped prisoner. Maybe the criminal database can be hacked in such a way that the hack spreads to obliterate the correct data. Maybe the involuntary body modifications can be regenerated or reversed before they're fatal. All of these could be great seeds for story arcs... and you could have PCs trying to pull off these criminal mastermind feats, or you could have PCs trying to stop them.
 
William Dietz writes a good series of books and one of them concerns a businessman framed and sentenced to life on a prison world called Swamp. This planet is mostly jungle, very wet and while it has a life supporting atmosphere, there is little human-compatible nourishment onworld.
He is given some basic survival supplies and instructions on what raw materials he needs to produce into order to trade it for supplies to live at one of several class H spaceports onworld (bare rock and a beacon).... In the story, this world is also an artifact world (aka Ancients) and the main character ends up rescuing then assisting some scientists which came to the world to secretly study ruins (without the prisoners finding out about them)..
In gratitude, they help him leave the world

This kind of world gives interaction with other prisoners, the environment and the chance to escape by capturing a supply shuttle (or finding scientists or artifacts - lots of possibilities)
 
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