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Crime and Punishment

Rhy'Din Intelligence Agency

This is the Crime and Punishment section. This is what the Judiciary Committee uses to prosecute suspects.

As always, all information contained herein is CONFIDENTIAL. Abuse of the Confidentiality Agreement will result in prosecution by the Judiciary Committee.

Crime and Punishment

Written By

Chief Director of Investigations…and so proposed

 

 

 

Charges

Modifier

Desertion, expectorate on gentleman, trip soldier, foul road

0

Probation violation, bothering a lady, public drunkenness

-1

Escapee, property damage, vagrancy, trespassing, disorderly conduct

-2

Fugitive from justice, theft, arson, manslaughter, bandit

-3

Modifying Circumstance

Modifier

Use of Illegal magic

-2

Fair fight

+2

Resisting arrest

-2

Insolence

-1

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

Weather

Raining (downpour)

1

-3

Raining (drizzle)

2

-2

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

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

Charisma/Donation

10-99 GP

100-999 GP

1,000+ GP

3-8

+1

+2

+3

9-12 GP

+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: Level Reprisal** - 1d8 roll

Damage

Bribe*

Duration

Quickly 1

1d6

Nil

Instant

Hot Foot 2

1d6

50

10 minute

Tickling 3

1d4/day

70

3d6 days

Stoning 4

1d100

100

1d6 rounds

Mild 5

3d6

140

1d6 rounds

Moderate 6

4d6

200

1d6 turns

Severe 7

5d6

280

1d6 hours

Extreme 8

6d6

400

1d6+4 hours

  • 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 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

sixty days

9

Three years

5

Ninety days

10

Four years

7. Whipped

1d8

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%

 

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 Boots10' 80' 10-80 12% 80 40%

7 Legs tied 8' 100' 10-100 18% 120 60%

8 Ball and Chain6' 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

R.I.A. | Explanation (General) | R.I.A. Archives