Corp Lawyer

A corporate legal specialist who weaponises contract law.

A Corp Lawyer is the Nine's legal enforcement arm: the person who writes the contracts, reads the fine print, and knows exactly how much of your life you signed away when you accepted the terms. They are not soldiers; they are specialists in the Confederation's legal framework, which is to say they are specialists in the cage that the Nine built for everyone else. Their power is not violence -- it is the certainty that they can destroy you with paperwork.

A Lawyer is an elite social encounter: dangerous in conversation, lethal in a courtroom, and nearly untouchable in a straight fight because hurting a corporate lawyer triggers a response from everyone who depends on the legal system the Lawyer maintains.

Rules Reference

FieldValue
Abilities / Cha18
Abilities / Con10
Abilities / Dex12
Abilities / Int18
Abilities / Str8
Abilities / Wis14
Armor Class14
Base Attack Bonus3
Creature TypeHumanoid
Flat Ac13
Hd Count5
Hd Sides6
Hit Dice5d6+5
Hit Points23
Hp Bonus5
Initiative2
LanguagesTrade Cant; Core Standard; Confederation legal code (fluent); two Family trade dialects; contract cipher
MoraleUnsteady (8); the Lawyer flees at the first sign of real violence; they are not built for this
PsionicsNone
Role TagsFace, Support, Debuffer
Saves / Fort3
Saves / Ref4
Saves / Will9
SizeM
Skills / Bureaucracy16
Skills / Deception12
Skills / Intimidation11
Skills / Knowledge Corporate14
Skills / Notice8
Skills / Persuasion13
Skills / Sense Motive12
Skills / Streetwise8
Speed30
Threat Rating3
Touch Ac12
Xp400
Dialogue Pathgame/dialogue/npc-corp-lawyer.yaml

Notes

Full Attack: Holdout slug pistol ranged +4 (1d6 energy; range 30 ft; concealed) or Contract Datapad melee +2 (1d4 bludgeoning)

Habitat: Core worlds, corporate offices, Confederation courts, and the negotiation chambers where deals are made. Found beside an Executive or Director, in a courtroom, or visiting a client in detention. Roll 1d6: 1-2 = Lawyer in a negotiation (calm, confident, lethal with words), 3-4 = Lawyer in court (in their element, untouchable), 5-6 = Lawyer in the field with an Executive (out of their depth, relying on security).

Resistances: Legal immunity (the Lawyer carries writs that make attacking them a Confederation offence; this does not prevent violence but makes it costly), Memory implant (included in Bureaucracy/Lore checks; perfect recall of every contract)

Senses: Normal human vision; augmented memory implant grants perfect recall and +6 to Bureaucracy and Lore checks; passive Perception 14

Tactics: The Lawyer opens with Contractual Leverage to bind the most dangerous target, uses Legal Obstruction to delay actions they cannot prevent, and files the Asset-Realisation Warrant if the encounter escalates. They do not fight -- they negotiate, obstruct, and threaten. If violence becomes inevitable, the Lawyer uses Plausible Deniability and retreats behind security. A Lawyer who is physically cornered will offer anything -- a deal, a name, a contract -- to survive.

Treasure: Encrypted legal datapad (contracts, warrants, blackmail material; 5,000-20,000 rek to the right buyer), holdout slug pistol (150 rek), armourweave business suit (800 rek), memory implant (2,000 rek), writs of protection and immunity (priceless in Core space; worthless in the Rim), platinum rek-chip (1,500 rek).

Vulnerabilities: Non-combatant (the Lawyer has no combat training; in a straight fight they are helpless), Paper shield (the legal protections only work in Confederation space; in the Rim they are just words), Exposure (a Lawyer whose contracts are exposed or falsified loses all authority)

Attacks

Holdout slug pistol

FieldValue
bonus4
categoryranged
damage1d6
damageTypeenergy
nameHoldout slug pistol
notesConcealed; the Lawyer draws only when all legal options are exhausted
rangeFt30

Contract Datapad

FieldValue
bonus2
categorymelee
damage1d4
damageTypebludgeoning
nameContract Datapad
notesImprovised; the Lawyer has never hit anyone with it and does not intend to start

Special Abilities

Contractual Leverage

FieldValue
actionCostStandard
nameContractual Leverage

description: The Lawyer produces a contract, writ, or legal document that targets one creature. The target must make a DC 16 Will save or be bound by a contractual obligation (non-aggression clause, asset freeze, or compliance order) for 1d4 hours. Violating the contract triggers an automatic Asset-Realisation warrant. Player-visible: the Lawyer pulls out a datapap, taps twice, and says 'Section 4, paragraph 3. You agreed to this.'

FieldValue
actionCostSwift (1/round)
nameLegal Obstruction

description: The Lawyer invokes a legal technicality, procedural objection, or jurisdictional challenge. One action by one creature within 30 ft is delayed by 1 round (the legal argument takes time to resolve). This works on any action that could conceivably be challenged legally. Player-visible: the Lawyer raises a hand and begins citing precedent. The action stalls.

Asset-Realisation Warrant

FieldValue
actionCostFull-round (1/encounter)
nameAsset-Realisation Warrant

description: The Lawyer files an emergency warrant with Asset Realisation. In 1d4 hours an AR team (1 Auditor + 2 Enforcers) arrives to seize the target's property, freeze accounts, and detain the target for processing. The warrant can be challenged with a DC 18 Bureaucracy check (takes 1d4 days). Player-visible: the Lawyer smiles, files the warrant, and tells you that the clock is now running.

Plausible Deniability

FieldValue
actionCostImmediate (1/encounter)
namePlausible Deniability

description: When the Lawyer is targeted by a physical attack, they can produce a legal shield: a writ of protection, a diplomatic immunity card, or a contractual clause that makes attacking them a breach of Confederation law. The attacker must make a DC 14 Will save or hesitate for 1 round (the legal doubt is enough to pause). Player-visible: the Lawyer holds up a document and says 'Read it. Section 7. You touch me, you lose everything.'