Post by Ymbert Montgomery on Jan 19, 2021 22:26:17 GMT
A character charged with a crime must be arrested before he can stand trial. Before a character may be arrested, a warrant citing his crimes must be published in press.
Local guardsmen, members of regiments, the CPS and his two ferrets may arrest a character as a no-time action providing they are in the same place as the character.
Colonels and company commanders may dispatch men of their company / regiment to arrest a character in a similar manner. Any clergyman may offer sanctuary to a character with a warrant on him, and the character must remain in church that week and do nothing, but he cannot be arrested. A character that meets people trying to arrest him loses that week’s action.
A character wanted for trial may give himself up, giving him a +1 bonus at his trial.
A character that meets people trying to arrest him may try to resist arrest. He must make a check on a d20. If successful, he gains 1 status point for every cumulative successful resistance since that warrant was issued (i.e. 1 SP the first time, 2 SPs the second time, 3 SPs the third etc.) to a maximum equal to half his social level. The character who sent the men to arrest him loses 1 status point. A character who resists arrest even once has a penalty of -2 at his trial. If a character participates in a successful arrest they get an official commendation, which functions as a MiD for all purposes.
Results
1 or less – Fugitive is arrested and rolls on the death table (same as dueling)
2-3 Fugitive is badly hurt in arrest (lose 50% Endurance).
4-11Fugitive is arrested.
12-13 Fugitive escapes, but is injured in the attempt (-25% Endurence)
14-17 Fugitive makes a clear getaway.
18-19 Fugitive makes a dashing escape, gaining an extra 2 SP for the resistance that month.
20 All arresting parties roll on the death table! (A Fugitive can order that they will surrender rather than risk killing people if they want to avoid a possible murder charge)
Modifers
Fugitive has base Expertise of 3-5: -2
Fugitive has base Expertise of 6-9: -1
Fugitive has base Expertise of 10-12: +0
Fugitive has base Expertise of 13-15: +1
Fugitive has base Expertise of 16-18: +2
Fugitive's Thievery SCR Roll: From +2 to -2
Fugitive on 50-75% of Endurance: -1
Fugitive on 25-49% of Endurance: -2
Fugitive on less than 25% of Endurance: -4
All arresters are NPCs: +2
CPS makes the arrest personally: -3
Arrester includes member of the Paris Guard: -2
For each PC arrester over the first: -2
For each PC who has ordered an obstruction of the arrest: +2 (This is very likely to lead to charges!)
Once arrested, a character and is released on bail for the rest of the month.
The trial will be held the following month. If he does not attend the trial, he suffers a penalty of -2 to his defence and must be arrested again before sentence can be implemented. He also becomes a Knave.
If a character is at the front a warrant may still be served but they will not be arrested until their return. In this case the CPS has two options. They may postpone the trial until their return or they may hold it in absentia. If the latter a +2 bonus is provided to defense; judges are reluctant to convict those serving King and Country. If a warrant is extant for a character at the front, the CPS will not lose their role if no cases have been successfully brought in six months. However, once the character returns, if six months has passed and nobody has been convicted, an unsuccessful court case will instantly lead to them losing the appointment.
Local guardsmen, members of regiments, the CPS and his two ferrets may arrest a character as a no-time action providing they are in the same place as the character.
Colonels and company commanders may dispatch men of their company / regiment to arrest a character in a similar manner. Any clergyman may offer sanctuary to a character with a warrant on him, and the character must remain in church that week and do nothing, but he cannot be arrested. A character that meets people trying to arrest him loses that week’s action.
A character wanted for trial may give himself up, giving him a +1 bonus at his trial.
A character that meets people trying to arrest him may try to resist arrest. He must make a check on a d20. If successful, he gains 1 status point for every cumulative successful resistance since that warrant was issued (i.e. 1 SP the first time, 2 SPs the second time, 3 SPs the third etc.) to a maximum equal to half his social level. The character who sent the men to arrest him loses 1 status point. A character who resists arrest even once has a penalty of -2 at his trial. If a character participates in a successful arrest they get an official commendation, which functions as a MiD for all purposes.
Results
1 or less – Fugitive is arrested and rolls on the death table (same as dueling)
2-3 Fugitive is badly hurt in arrest (lose 50% Endurance).
4-11Fugitive is arrested.
12-13 Fugitive escapes, but is injured in the attempt (-25% Endurence)
14-17 Fugitive makes a clear getaway.
18-19 Fugitive makes a dashing escape, gaining an extra 2 SP for the resistance that month.
20 All arresting parties roll on the death table! (A Fugitive can order that they will surrender rather than risk killing people if they want to avoid a possible murder charge)
Modifers
Fugitive has base Expertise of 3-5: -2
Fugitive has base Expertise of 6-9: -1
Fugitive has base Expertise of 10-12: +0
Fugitive has base Expertise of 13-15: +1
Fugitive has base Expertise of 16-18: +2
Fugitive's Thievery SCR Roll: From +2 to -2
Fugitive on 50-75% of Endurance: -1
Fugitive on 25-49% of Endurance: -2
Fugitive on less than 25% of Endurance: -4
All arresters are NPCs: +2
CPS makes the arrest personally: -3
Arrester includes member of the Paris Guard: -2
For each PC arrester over the first: -2
For each PC who has ordered an obstruction of the arrest: +2 (This is very likely to lead to charges!)
Once arrested, a character and is released on bail for the rest of the month.
The trial will be held the following month. If he does not attend the trial, he suffers a penalty of -2 to his defence and must be arrested again before sentence can be implemented. He also becomes a Knave.
If a character is at the front a warrant may still be served but they will not be arrested until their return. In this case the CPS has two options. They may postpone the trial until their return or they may hold it in absentia. If the latter a +2 bonus is provided to defense; judges are reluctant to convict those serving King and Country. If a warrant is extant for a character at the front, the CPS will not lose their role if no cases have been successfully brought in six months. However, once the character returns, if six months has passed and nobody has been convicted, an unsuccessful court case will instantly lead to them losing the appointment.