Crime and Punishment Written By Chief Director of Investigations...and so proposed System of Crime and Punishment, based on circumstance and die rolls I. Charges Modifier Desertion, expectorate on gentleman, trip soldier, foul road 0 Probation violation, bothering a lady, public drunkeness -1 Escapee, property damage, vagrancy, trespassing, disorderly conduct -2 Fugitive from justice, theft, arson, manslaughter, bandit -3 Rape, assault and battery, kidnapping, extortion -4 Outlaw, murder, tax evasion, expectorate on nobleman, climb city walls -5 II. Modifying Circumstance Use of Illegal magic -2 Fair fight +2 Resisting arrest -2 Insolence -1 III. Magistrate's Disposition 1d8 roll Modifier Angry 1 -4 Distracted 2 -3 Iritated 3 -2 Hung over 4 -1 Bored 5 0 Interested 6 +1 Sympathetic 7 +2 Amiable 8 +3 IV. Weather Raining(downpour) 1 -3 -3 Raining(drizzle) 2 -2 Foggy 3 -1 Cloudy 4 +1 Clear 5 +2 Sunny 6 +3 Holiday* 7 +1 Unseasonably cold* 8 -1 *if this result is gained, note it, and re-roll (ignoring any result of 7 or higher) V. Solicitor's Disposition 1d8 roll Modifier Didn't show up 1 -3 Hates client 2 -4 Dislikes client 3 -2 Concerned 4 0 Deeply concerned 5 +1 Lucid 6 +2 Eloquent 7 +3 Inspired 8 +4 VI. Charisma/Donation 10-99gp 100-999gp 1,000+gp 3-8 +1 +2 +3 9-12 +2 +3 +4 13-18 +3 +4 +5 19+ +4 +5 +6 Roll 1d20, add the sum modifier to the die roll 1d20 roll Punishment 1 Drawn and Quartered 2 Impaled or Beheaded 3 Hanged 4 Tortured 5 Flayed 6 Imprisonment 7 Whipped 8 Gauntlet 9 Enslaved 10 Impressed 11 Jailed 12 Humiliated 13 Stocks 14 Apprenticed 15 Fined 16 Probation 17 Pay Court Cost 18 Case Dismissed 19 Favorable Judgement 20 Beneficial Judgement Explanation of Punishments 1. Drawn and Quartered: Death. 2. Impaled or Beheaded: Death. 3. Hanged The condemned is hanged by the neck until he is dead. 4. Torture: 1d8 roll Level Damage Duration Bribe* Reprisal** 1 Quickly 1d6 Instant Nil Nil 2 Hot Foot 1d6 10 minute 50 7% 3 Tickling 1d4/day 3d6 days 70 10% 4 Stoning 1d100 1d6 rounds 100 14% 5 Mild 3d6 1d6 rounds 140 20% 6 Moderate 4d6 1d6 turns 200 28% 7 Severe 5d6 1d6 hours 280 40% 8 Extreme 6d6 1d6+4 hours 400 60% * Amount in gp needed to lower the torture level by one level. ** Each time a bribe is paid, the reprisal chance must be rolled. If a reprisal has been made, it has two effects. First, roll on the Reprisal table below. Second, no further attempts can be made to lower the torture level. 1d6 Result 1 Guards want more money(double original bribe), or use result #4 2 Guards want more money(five times original bribe), or use result #5 3 Guards want more money(ten times original bribe), or use result #6 4 Use original level of punishment, bribe returned 5 Use original level of punishment, bribe kept 6 Increase original level of punishment by one, and charged with bribery 5. Flayed: The condemned is tied to a post and flayed by day, and taken down by night. Damage is 1d4 hp per day. 1d6 Number of Days Bribe* Reprisal** 1 1 30 Nil 2 3 45 1% 3 9 100 3% 4 13 140 4% 5 19 160 7% 6 21 180 9% 6. Imprisoned: Roll 1d10, and consult the following table 1d10 Duration 1d10 Duration 1 one day 6 six months 2 ten days 7 one year 3 thirty days 8 two years 4 sixty days 9 three years 5 ninety days 10 four years 7. Whipped 1d6 Implement Bribe* Reprisal** 1 Silk cord Nil Nil 2 Rope 10 2% 3 Belt 40 4% 4 Whip 60 6% 5 Wire 100 8% 6 Cat o' nine tales 160 10% 7 Scourge 180 12% 8 Flail 200 16% 8. Gauntlet 1d8 AC MV Distance Strikers Stumble Bribe* Reprisal** 1 Plate 12' 60' 10-60 10% Nil Nil 2 Chain 18' 60' 10-60 8% 5 6% 3 Leather 24' 60' 10-60 6% 10 10% 4 No armor 30' 60' 10-60 6% 15 18% 5 No armor 30' 80' 10-80 4% 40 28% 6 Weighted Boots 10' 80' 10-80 12% 80 40% 7 Legs tied 8' 100' 10-100 18% 120 60% 8 Ball and Chain 6' 100' 10-120 24% 200 80% 9. Enslaved: Slavery is permanent, unless the slave is allowed to buy his freedom. 1d8 Master 1d8 Master 1 Gladiator 5 Zoo or Stable 2 Quarry or Mines 6 Beggar or Street Scooper 3 Merchant or Farmer 7 To Plaintiff 4 Prostitute or Knight 8 Adventurer(1d6+5 Levels) 10. Impressed 1d10 Service 1d10 Service 1 Calvary 6 Constable 2 Marines 7 Wall repair 3 Militia 8 Road repair 4 Ship's Crew 9 Warehouse 5 Remote Garrison 10 Street scooper Length of Impression: 1-50% 1 year 51-100% Permanent 11. Jailed: Same as prison sentence, only divide time served by 1/2. 12. Humiliated: Chance to bribe is equal to the victim's Charisma (percentage). Every 10 gp bribe reduces the condemned's humiliation level by one point. If the bribe fails, roll for Reprisal as on previous punishments. 1d8 Punishment 1 Carry 50 lb. candle down main street. 2 Crawl down main street on hands and knees. 3 Expectorate Gauntlet. 4 Dragged down main street by a jackass. 5 Public dunking. 6 Yellow stripe painted down back. 7 Crawl down main street naked. 8 Crawl down main street naked, being ridden by a jester. 13. Stocks: The length of the sentence is 1d10+10 days. Each day, there is a chance of taking 1d6 hit points damage due to stoning. The chance is 30% minus the condemned's Charisma score. 14. Apprenticed: Length of sentence is the same as for prison sentence. To determine the condemned's new master, roll 1d100%. On a roll of 50 or less, the new master is a merchant, otherwise, he is a guild member. Merchant: Roll 1d12: 1-8 common, 9-11 rare, 12, extraordinary. Common 1d8 Stock 1 Food Stuffs 2 Wine 3 Beer 4 Clothing 5 Small livestock 6 Rope 7 Tools 8 Feed and Seed Rare 1d10 Stock 1 Armor 2 Weapons 3 Foundry 4 Horses 5 Cattle 6 Shipyard 7 Leather goods 8 Wagon caravan 9 Hotel owner 10 Spices 11 Rugs and tapestries 12 Building supplies 13 Books or Objects d'art 14 Quarry or mines 15 Precious gems and/or metals 16 Lumber 17 Perfumes and soaps 18 Showman 19 Processed foods 20 Shipping line Extraordinary 1d8 Stock 1 Magic weapons 2 Magic armor 3 Magic items 4 Magic books and scrolls 5 Magic potions 6 Fantastic creatures 7 Fantastic creature eggs 8 Fantastic creature parts Guild 1d20 Guild 1d20 Guild 1 Accountant 11 Executioner 2 Alchemist 12 Goldsmith 3 Armorer 13 Jeweler 4 Assassin 14 Solicitor 5 Cleric 15 Miner 6 Ship builder 16 Mage 7 Cobbler 17 Navigator 8 Bricklayer 18 Sage 9 Carpenter 19 Thief 10 Engineer 20 Blacksmith 15. Fined 1d8 Fine 1d8 Fine 1 one cp 5 100gp 2 one sp 6 1,000 gp 3 one gp 7 5,000 gp 4 ten gp 8 All possesions 16. Probation: Length of sentence is the same as for Jail term. The convicted must report to the Town Hall once per week, or be treated as an Escapee. The convicted may not wear armor, nor may he carry any weapon other than a dagger. Furthermore, the convicted may not get drunk. If the convicted breaks any of the terms of his parole, there is a chance of an anonymous informer turning him in. Each parole violation for which the convicted is caught adds 1 month to the duration of his probation. 17. Court Costs: 1d100x10 gp 18. Case Dismissed: Accused found not guilty, all charges dropped. 19. Favorable Judgement:Accused found not guilty. Accussed is assesed compensation for his time and inconvenience. (roll amount on fine chart). 20. Beneficial Judgement: Accused found not gilty. Accused is assessed compensation for his time and inconvenience (roll amount on fine chart, and multiply this amount by the Accused's hit dice).