In the last couple of games we've gone in bare handed due to local law levels. In the latest episode on Beck's World it was easier for us to fly under the radar of local enforcement, but generally it's been a bit of a headache to go into situations without being able to pack some kind of heat. I'm wondering if there is any way we can haggle with local law enforcement on our way in. Regular Travellers may not be able to do so, but the Artemis Group is an credited mercenary unit now specializing in high end personal security. One of the few good things to come out of the Central Supply Catalog is their permit system for weapon and armour possession. I'm hoping that in the future we could put some effort into supporting our mercenary/security guard groove so that we don't have to walk around like the regular civies that we aren't. This could be a great project for folks who play characters with the Persuade or Advocacy skill. Maybe the effect of an Advocacy check could be subtracted from the effective Law Level when it comes to what weapons we can pack? That would mean that a failed roll would gain suspicion - potentially increasing the effective law level and chance of drama ( the kind that usually occurs when you roll 2d6<Law Level ) From SSC Possession of a weapon license does not allow a character to ignore local laws. Much depends on the circumstances. A government hiring a properly accredited mercenary unit will normally allow it to retain and use its weapons, whatever laws are in place, since this is necessary for the function desired of the unit. Similarly, bodyguards for foreign dignitaries will usually be permitted to carry weapons. Even if we aren't currently on a ticket, we may be able to justify carrying at least a side arm to provide "personal security" for command staff and crew. We may not be "foreign dignitaries", but if we were kidnapped and then used to hijack the Athena then a warship armed with particle accelerators and nukes would suddenly be in very bad hands. Local navy (patrol cruisers and system defense boats) of an average would struggle to defend a world against a ship of our size and firepower. It's in everyone's best interest for us to be providing security for ourselves. As far as armour goes: Local laws tend to vary somewhat. Many localities permit ownership of any form of body armour but wearing it in situations other than where there is an immediate need or possibility of one is not allowed. Thus a character guarding the group’s grounded starship in his cloth armour might not even get a second glance but if he strolls into a bar after his shift without removing it then people will become alarmed. The following summary should act as a rule of thumb rather than hard-and-fast rules; local circumstances vary. Military Armour (combat armour, battle dress): Illegal at law Level 1 and higher other than for permitted persons such as mercs on ticket or local military. Combat Armour is considered a Category 4 (Military) item and battle dress is considered Category 5 (Restricted Military). Paramilitary Armour (cloth, flak jacket, reflec ablat): illegal at law level 4 and higher, other than for permitted persons such as people working with high-energy equipment (reflec, ablat) or security personnel (flak, cloth). All these items are considered to be Category 3 (Paramilitary) items. Obtaining a permit for such equipment is not very difficult. Jack and Mesh are in some areas not considered armour at all but necessary protection from wildlife, thorns and the like and are considered tools of the outdoor-worker’s trade. In more settled areas they still have many legitimate uses so purchase is not normally restricted. Both types are considered Category 1 (Unrestricted) items for purposes of obtaining a permit (one is not needed). This does not mean it will always be acceptable to fool around in a mesh jacket. Local law enforcers or militia will take an interest in people who do not conform to polite custom regarding wearing armour – even if the characters do not know what the custom is.