Lawfulness
From Rise: The Vieneo Province
Lawfulness is a scalar value (0–255) that tracks each player's alignment with the rules and civil expectations of society in Rise. A value of 127–128 is considered neutral. Players gain or lose lawfulness based on their actions, and low lawfulness may result in surveillance, access restrictions, or bounties.
Bonus Reference Table
Players may increase their Lawfulness score through civic, economic, or altruistic actions. These bonuses help offset criminal penalties and can elevate a player's standing to unlock public services, reduce transaction fees, or earn civic recognition. The ones that are hyperlinked have been implemented.
Action | Type | Lawfulness Bonus | Notes |
---|---|---|---|
Pay for goods | Routine | +1 | |
Complete a trade contract | Moderate | +4 to +10 | Based on contract complexity or value |
Buy a vehicle or container legally | Moderate | +1 to +10 | Based on vehicle or container value |
Tow a car from no-parking zone | Civic | +2 | Encouraged civic enforcement |
Rescue a stranded NPC pilot | Heroic | +15 | Often requires coordination or risk |
Deliver emergency supplies | Heroic | +10 to +20 | Based on urgency and zone conditions |
Turn in stolen vehicle or container a the impound lot | Difficult | +20 | Player must choose civic duty over profit |
Pay off bounty on oneself | Forgiveness | +30 | Restores standing after criminal activity |
Donate to local government or civic fund | Voluntary | +3 to +15 | Scaling with donation amount |
Raise colonist morale with Diplomacy | Social | +5 to +10 | Based on Diplomacy skill |
Repair damaged public equipment (ATM, uplink) | Technical / Civic | +5 | May require Engineering skill |
Complete public service mission | Mission | +5 to +15 | Missions flagged with civic benefit tags |
Penalty Reference Table
The following actions result in a reduction in Lawfulness. The amount deducted depends on the severity and nature of the offense. The ones that are hyperlinked have been implemented.
Action | Category | Lawfulness Impact |
---|---|---|
Sneaking into seed building (failed attempt) | Trespass Attempt | –15 |
Stealing commodities | Theft | –20 to –30 |
Sabotaging ATM or uplink | Infrastructure Attack | –40 to –50 |
Kidnapping colonists | Abduction | –30 |
Coercing/bribing laborers | Exploitation | –25 to –30 |
Inciting unrest | Subversion | –20 |
Bribing unauthorized personnel | Corruption | –10 to –15 |
Exceeding speed limits | Civil / Negligent | –2 to –5 |
Hitting the dock (collision) | Accidental Damage | –5 |
Firing at the dock | Hostile Aggression | –20 |
Undocked, unattended ship near orbital facility | Dereliction / Violation | –10 |
Evicted from orbital facility for non-payment | Financial Neglect | –10 |
Violating ATC or airspace instructions | Aviation Violation | –15 to –30 |
Leaving vehicle or container parked and unattended | Nuisance | –5 |
Killing a person (player or NPC) | Lethal Force | –50 to –100 |
Profanity in chat | Behavioral | –3 |
Failed open lock (Car / Civilian Ground Vehicle) | Tampering | –5 |
Failed open lock (Truck / Cargo) | Tampering | –10 |
Failed open lock (Airplane) | Tampering | –15 |
Failed open lock (Aerospace Vehicle) | Tampering | –20 |
Failed open lock (ARJ container) | Tampering | –5 |
Notes
- Lawfulness cannot exceed 255 or fall below 0.
- Failed actions still carry penalties based on intent.
- Lawfulness naturally trends toward neutral (127–128) over time if no new offenses are committed.
- Severe or repeated offenses may trigger regional alerts, bounties, or denied access to services.