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Commit a Crime

If someone is caught for a crime, consider the judgment. The judge could be swayed to reduce the punishment by spending money on an attorney or a bribe. The character's Charisma also influences the punishment roll. However, strong evidence, previous criminal behavior, and character witnesses will provide penalties for the opposing sides. The Dungeon Master will set the total bonus considering all applicable factors. The crime roll is a reaction roll (2d6), and is modified by the following factors: - -6 to +3 for evidence (1d10-7) - +1 to +3 for bribes (10 gp, 100 gp, or 1,000 gp) - There is a penalty of -1 for every previous crime committed - The severity of the crime provides a penalty of -1 to -6 - For every board of influence the player controls, the roll is modified by +1 (q.v. p.177) - Hiring legal representation provides a bonus of -1 (unskilled) to +3 (Master skill level); cost should be proportionate to the skill level

Fantasy worlds can have drastic differences in morality. The Dungeon Master will have to design which categories of crime are minor, major, and severe.

Roll for the result.

Roll Punishment
2- Severe Punishment
3-5 Punishment
6-8 Mild Punishment
9-12+ Freed

Mild Punishments

  • Fines: This punishment is for crimes that are legal for the rich, and illegal for the poor. If the criminal is unable to pay, they will receive a more serious punishment.
  • Confinement: Mild punishment will be between 1-12 weeks.
  • Abasement: This includes demanding an apology or recantation, censure, being forced to wear an odious item or piece of clothing, a public procession of shame, public defamation of the criminal by the wronged parties, restrictions from public rights (ability to bear arms or heraldry), and public service.

Punishments

  • Severe confinement: This includes magical stasis, such as being magically entombed beneath the ground, petrification, or temporal stasis, where the subject has no knowledge of time passing.
  • Severe abasement: Includes burial denial, pillory, dunking, and tarring and feathering.
  • Torture: Interrogation, torture, intermittent suspension or exposure
  • Mutilation: Removal of fingers or ears, magical transformation of a body part, e.g. donkey ears, a pig's nose.
  • Curses: Forced to stutter, bad luck, pox, warts, infestations, shingles, aphasia, bad smell

Severe Punishments

  • Mutilation: blinding, removal of the hand or tongue. Permanant transformation into another creature or being. Being slain and reincarnated.
  • Banishment.
  • Forced Labor.
  • Execution by beheading, hanging, wheel, drowning, boiling, burning, buried alive, impaling, immurement, and quartering.

Cruel and Unusual Punishments

  • Annihilation, destruction of both the body and the soul. Slain and then raised as undead.
  • Mental surgery, involving personality replacement, mind wipes, and feebleminding.
  • Imprisonment of the mind or soul, inside a crystal, sword, or other object.
  • Dimensional banishment.