Showing posts with label Factions. Show all posts
Showing posts with label Factions. Show all posts

Into the Law & The Bow Street Runners

Into the Law & The Bow Street Runners 

Bow Street office in the late 19th century (Source: Wikipedia)

 There are a few interesting rules in Into The ODD. One of them is : “Everything is complicated”, the important sub point here being “Nobody knows who rules”.
So the law in Into London 1814 cannot just mirror exactly our London in 1814. That would still be odd for us (i’ll come to that point again later), but not the exact kind of odd we want for this game.

History: 

1814 in the United Kingdom of Great Britain and Ireland is a troubled time. The kingdom is at war, not only against its former overseas colonies, the newly formed United States of America, but also Napoleonic France.
The War of 1812 (1812 - 1815) against the United States can be seen as part of the napoleonic wars, since the United States considered the continental blocus as illegal and therefore went to war. This was also a war at the border of British Canada and the United States. The Brits weaponed the native tribes, slowing the expansion westwards of the United States. At the same time, it is said the Yankees went to war with the possible intent to annex British Columbia.
In the end, the Treaty of Ghent is a big deal, that is being negotiated during 1814, and all parties want to come on top, so any big victories during the negotiations can be used to claim more than the day before. If my players don’t screw it up one way or another, it will end with a status quo ante bellum, back to situation before the war.
This two wars have an influence on the population of London:

  • Taxes are high, resulting in more poverty 
  • There is a shortage of male workers (but nobody would trust a women for certain jobs anyway, back then - something you can change in your game, if you want), particularly those able to sail and fight.
  • Certain products are scarce, because of the war and the blocus and their influence onto international trade (Fur, leather and cotton prices are much higher for example, which has a repercussion on the price of all clothing) 

Police: 

The Bow street runners (created 1749) are historically the first professional police force in the United Kingdom. They work directly under the Bow street magistrates and are few and far between (my research says around 70-100 members, and their jurisdiction spans the whole London metropolitan area and the roads around).
Up to their creation, there were 3 forces for justice:

  • The night watch and the constables 
  • The Army 
  • The private citizen 

Traditionally, all householder were supposed to police the streets (as part of the watch), and every citizen had to report and capture anyone they saw committing a felony. If someone shouted “Thief” in a crowd, everyone was supposed to help catching the criminal.
They had a good reason to do so: there was a reward for the capture of the villain. This is how the “Thief-Takers” came into life, a kind of bounty hunters who received a (quite handsome) sum of money for the conviction of all kinds of criminals but in particular highway robbers. The private persons also used them to broker a sum to buy back their stolen stuff. As you can imagine, such persons were of low morals and reputation, only tolerated thanks to the results they brought.
The night watch was composed of civilians (all householders) under the supervision of constables. There was originally no salary for watchmen, but around 1800, all were paid for their duty by their parish.
There were also “private watches” for example to patrol on the private roads, where you paid a toll to use. Another example is the West India Merchants Committee, which funded in 1798 a Marine Police Office to protect their assets in the Port of London.
But the main reason of being of the watch, was not to detect crimes but to prevent crimes, their sheer presence in the streets at night acting as a deterrent. Constables were taking orders from the magistrates, organising the watch and executing arrest orders. They had very loose limitations on whom they could arrest and what for, so their power for nuisance was very high (they could let you spent a day in jail for a minor offence like swearing or acting “disorderly”).
The army was only dispatched by order of the king (or someone high up) for really important criminals or in the case of a riot.

What is to different with the Runners, then? 

Well, their work happened after a crime, which they investigated. You could go to them and they would do what we understand nowadays under “police work”. Their focus was on highway robbers and major crimes. And some of them were mounted (about two dozen runners were actually riders).
In 1792, offices like the Bow Street runners were created across the metropolis, each staffed by three paid magistrates and up to six paid officers or constables.
Bow Street remained the first and most distinguished but you could find such Police Offices at Queen's Square (Westminster), Great Marlborough Street (Westminster), Worship Street (Shoreditch), Lambeth Street (Whitechapel), Shadwell, Union Hall (Southwark) and Hatton Garden. There was also a river police (Thames Police Office - created at Wapping in 1798).
Although the situation saw betterment from the beginning of the 1800ies, a lot of corruption plagued these institutions and forces.
Sources:
https://www.londonlives.org/static/Policing.jsp 
https://www.open.ac.uk/Arts/history-from-police-archives/Met6Kt/MetHistory/mhPolOffices.html
https://en.wikipedia.org/wiki/Bow_Street_Runners

What about a peek into the law, but oddified ? 

Well, the law by then is very strange for us:
There were a lot of victimless crimes, motivated more by religious belief than by presenting a danger to society. Drunkenness on the street, swearing, vagrancy, disorderly behaviour, or nightwalking were all reasons to get arrested and fined
The main reason for the watch was not to act on criminal activities but to deter would-be villains to commit crimes.
What we would call “Civilian arrests” were not the exception, but happened everyday and often on fallacious reasons. Most officers of the law (including the magistrates) were corrupt
So, i don’t think we have to oddify the law much.

Historical arrest reasons and their punishment


Arrest Reason / Crime
Fine/Punishment
Deception with intent to steal
1 Year Prison
Stealing costly belongings from house
Transported for Life
Kidnapping
Transported for 7 years
Theft (less than a pound of worth)
6 months in correction, 1 shilling fine
Coining offence: sell fake currency
Death
Highway robbery
Death
Highway robbery without violence
Transported for 7 years
Trick deception
1 Year Prison
Forging delivery documents
1 Year Prison / Death
Receiving & holding fenced goods
Transported for 14 years
Shoplifting
1 Year in correction / Death
Manslaughter (kill someone in Duel)
7 shillings fine
Burglary
Transported for 7 years
Stealing Cattle
Transported for 7 years
Wounding with pistol
Death
Pickpocketing
Transported for 7 years


As you see, judges were quite hard with their punishments. Their saw the harshness of a punishment as a deterrent for other criminals.
If you want to read some judgements from back then, read https://www.oldbaileyonline.org/search.jsp?gen=1&form=searchHomePage&_divs_fulltext=fine&kwparse=and&count=3093&start=1500

So let’s oddify this a bit, to make it less punitive and more enjoyable in-game...

Law random encounters in Whitechapel


1D6
Police force encountered
1
The watch: 1D6 + 4 watchmen armed with batons
2
Constables : 2 armed and better trained watchmen
3
Thief-takers: 1D6 +2 unsavory types armes with cutlasses
4
Lambeth Street “runners”: 1D4 well trained and armed officers in civil clothes
5
Lambeth Street “road patrollers”: 2 well trained and armed mounted officers
6
Army squad: 20 heavily armed soldiers with their officers


Random arrest reasons (and funnier, i hope)


1D30
Reason
Fine/Punishment
1
Kidnapping
Transported for 7 years (where to?)
2
Deception of store (haggling)
Doubling of the price paid
3
Swearing
1D100 pennies
4
Coining offence: using fake coins
Confiscation and 1 shilling fine
5
Theft (less than a pound of worth)
6 months in correction, 1 S fine
6
Coining offence: sell fake currency
Death (invest in a good defense!)
7
Political protest
Hefty fine (5D20 S) / transportation
8
Highway robbery
Death if guilty, 1D20 S trial costs
9
Receiving & holding fenced goods
Transported for 14 years
10
Shoplifting
Confiscation & fine of 2x the price
11
Manslaughter (kill person in Duel)
1D10+5 shillings fine
12
Wounding with pistol (colateral)
Medicine costs + 1D20+20 Shillings
13
Prostitution advance
1D10+15 Shillings
14
Vagrancy
Leave neighbourhood + 2D6 S
15
Public drunkenness
3D6 shilling or night in jail
16
Attempted sodomy
3D10 shilling + terrible night in jail
17
Witchcraft
Confiscation of arcanum + 1D3 P
18
Public lunacy
3D6 shilling & a few hours  in jail
19
Flogging of a boy, age under 16
3D10 shilling & 1D20 whacks
20
Operating a bawdy house
1D6 pounds or transportation
21
Public exhibit of disgusting object
3D6 shilling & confiscation
22
Public display of affection 
1D6 shilling per person
23
Public nudity (visible arms or legs)
2D10 shilling + rest of day in jail
24
Animal poisoning
2D6 shilling per 5kg of animal
25
Discourteous behaviour
Leave place + 2D6 Shillings
26
Blasphemy
1D10 Shillings or night in jail
27
Spitting on floor
2D6 Shillings + house ban
28
Splashing pedestrians
2D6 Shillings + cleaning fee
29
Poaching in the Thames or a garden
Confiscation + 2D10 shilling
30
Demonic Possession
Hanging or transportation

Remember, none of this offences have to be true and a magistrate will in the end decide if the arrested person needs to be convicted and what is the sentence.
The fine in the table are guidelines. Paying directly the "runner" will normally not lead to a process.



Ordo Mechanicus


"
Body Betterment Through Steel, Clockwork, And Steam

Short version:

Transhumanist scientist - replace limbs with metal - arcanengineers - mercenaries
Leader : Maximilian Trevithick (son of the inventor of the steam locomotive)
Goal: Find a to replace limbs with motorised mobile prosthetics
Dramatis Personae: Hellukas Tornquist (dwarf engineer from Scafell Pike), Dr. Reginald Malt (surgeon)
Peculiarities: All member have at least one limb replaced by steel, a weapon or a steam machine
Secret: Their main surgeon (Dr. Reginald Malt) uses an arcanum to implement the Steel and have the body accept the graft. Without that arcanum, no graft would work. Every month of the first year, each graft must be re-arcaned by the good doctor

Long version:

The Ordo Mechanicus is on one hand a society of crazy scientists, doctors and engineers, but on the other side also a very effective mercenary group.
Their Steel-body-modifications give them an edge in hand to hand combat, but also intimidate a lot. You don’t react the same to a guy wearing a mallet and another one who has a freaking big Hammer replacing his left forearm.
The Ordo Mechanicus is organised as a Guild, offering a range of product and services reaching from farrier work to precision machining over clockwork commissioning and including debt retrieval and other mercenary work. The guild share of the incomes is invested in mechanical research (including the acquisition of metal and forging tool or even foundries) and retrieval of arcana.
Maximilian Trevithick is a very young and enthusiastic leader and the Ordo Mechanicus is always in movement, always researching new technologies, new ways to combine knowledge, new experiences. All the money of the guild goes to projects. Their few buildings are always very spartan and functional, dedicated to one of the activities of the guild (smith, foundry, operating room, laboratory, factory)
Hellukas Tornquist is the main precision smith of the guild, and a repository of ancient dwarven smithing handcraft. He is well respected in his home community of Scafell Pike in Cumbria, even though he left. He is the point of entry for all dwarves in search of adventure in the “The Big Smoke”, and most of them end up working, one way or another, for the Ordo Mechanicus. He is renown for his precision handiwork and the finery of the engravings he can add to a metal piece. He likes to add dwarven runes on the objects he smithes, but no one knows if these are magic or not (Hellukas always says “If you can’t make the runes work, then it is as if it were not enchanted, you human moron!”)
Non-dwarves in the guild all have at least on prosthetic enhancement. Most were recruited coming back from a war (against the U.S. or Napoleonic France) and having lost everything, and giving them the missing leg or lost hand back, as well as a new purpose in life, is normally enough to ensure a perfect loyalty to the guild. The fear to lose the replaced limb if it is not tended for by the “good doctor” is also a good reason to stay in the guild.
Dr. Reginald Malt is not only the main surgeon of the guild, he’s the only reason why the steel stays attached to the bodies of his patients.
He was his first patient himself and implanted on his left hand 8 razorblades, mobile and articulated, to replace the missing phalanges that he had lost to a cannon ball in the Caribbeans. He is unbelievably nimble and precise with theses claw-like blades. He wears some caps on them when in society, where he seldom take of his gloves anyway.
His razor-hand was developed by Maximilian Trevithick, the engineer and leader of the group and forged by Hellukas.
Maximilian on his side is more of a founder of the guild than a real leader. He has the power to veto any project or research topic, but has never used that power, on the contrary… He tends to add new side-projects and research goal, with a higher stipend than was asked for, on the condition that the development belongs to the guild and that it has practical uses. This is the reason why the prosthetics of the Ordo Mechanicus are highly advanced: this is the main research field that interests Maximilian, and if a research grant is allowed, he makes sure that at least one of the research goals, even a secondary one, is related to “Body Betterment Through Steel, Clockwork, And Steam” (which is the motto of the Guild).
When not working, members can be found in public places (taverns, speaking corners) ranting about the future of the flesh and it’s replacement with Steel…

Typical member:


Smith:
iron-ore & smoke smell  - Leather work coat - big hammer
STR 15 - 4HP
a few horseshoes, nails and other steel objects

Mercenary:
Long dark coat over leather Armour - Steel prosthetic
STR 14 - DEX 12 - 6 HP
Sword and 2 Pistols

Arcane retriever:
Long leather coat
Dex 12 - WILL 14 - 4 HP
2 Pistols, sword-cane
magnifying glass, tarot deck

Sources:


  • Richard Trevithick (inventor of the steam locomotive and mining engineer) is an historical character. Maximilian would be older than all his real existing children
  • Hellukas Tornquist (a warhammer-ish dwarven engineer)
  • Scafell Pike (actually the highest “mountain” in England, peaking at its Highest point at an elevation of 978 m [3,209 ft]). Having dwarven (and elvish) communities spread around the country and the world, but secluded is from the “Bastard of Kosigan” books by Fabien Cerutti
  • Dr. Reginald Malt (Dr Ronald Malt is the first surgeon to ever re-attach a hand, 1962). His hands are an homage to Edward Scissorhands.
  • Cyberpunk and GURPS transhuman Space for the transhumanist theories