Snaggle
03-28-2013, 07:50 AM
LEGAL PROCEDURE
Step one: a Coroner investigates the deed and declares a crime has been committed to the Sheriff.
Step two: the Sheriff issues a writ ordering the suspect to appear in court.
Step three: the suspect appears in court and makes a plea. If they fail to appear the they're hunted down and arrested by the Sheriff and his men.
Step four: one is held prisoner until one's trial.
Step five: the trial; nobles losing the trial may demand trial by combat or ordeal.
Step six: those convicted in a trial and not demanding trial by combat may either make an appeal to Camelot claiming an error in procedure or may plea to Camelot for a pardon.
Step seven: one is held until the sentence is executed and all the noble's manors, goods and chattels are seized by a sub-escheator.
If the misdeed was done in a Royal forest substitute a Forester for a sheriff.
GAME PROCEDURE
The villain commits the misdeed.
They roll their Prudence.
Critical success – another is blamed for the dishonorable act (the villain must make an intrigue roll too and name the patsy (otherwise treat as success). The villain's :Arbitrary: Deceit and Mistrust increase by one if less than 16. If 16+ they roll for trait increase.
Success – the get away with it. The villain's Arbitrary increases by one if less than 16+. If 16+ they roll for increase.
Failure – the villain is suspected. They lose 100 glory/per point of dishonor.
They may confess and ask forgiveness (not possible for murder or -8* deeds). They then roll their Honesty and if they: critical they're forgiven and lose no glory; if they succeed they lose half glory for the misdeed; if they fail they lose the glory and are outlawed. Characters who confess roll for increase of their Honesty. They roll for increased trust if they succeed and increased Mistrust if they fail or fumble. Characters confessing suffer only half the normal dishonor.
Alternately, they may try to lie. They roll their Deceit: Critical are believed (no penalty) switching suspicion to a patsy they name; they succeed and lose no honor and only half the glory for the misdeed; they fumble and lose full glory for the deed and take full dishonor.
Thy may also live with the suspicion and lose 100 glory/ point of the dishonor of the misdeed.
They fumble and are caught red handed. They lose the points of honor and 100 glory/point of dishonor. They may confess and lose no glory. They lie and lose the honor and ½ the glory if they succeed and fumble the glory if they fail.
Characters reduced to negative glory are shunned, being no longer welcome in their county or the kingdom. They may leave Logres and start over in another kingdom. They are socially dead, but keep their manors and may live at them. They will no longer be received by their lord or any of his vassals or receive hospitality from a noble. Members of the villain's lineage lose 200 glory unless they disown the villain. His friends may secretly receive him. They then roll their Prudence as if they committed a dishonorable act and lose 100 glory if they fail and 200 if they fumble.
Step one: a Coroner investigates the deed and declares a crime has been committed to the Sheriff.
Step two: the Sheriff issues a writ ordering the suspect to appear in court.
Step three: the suspect appears in court and makes a plea. If they fail to appear the they're hunted down and arrested by the Sheriff and his men.
Step four: one is held prisoner until one's trial.
Step five: the trial; nobles losing the trial may demand trial by combat or ordeal.
Step six: those convicted in a trial and not demanding trial by combat may either make an appeal to Camelot claiming an error in procedure or may plea to Camelot for a pardon.
Step seven: one is held until the sentence is executed and all the noble's manors, goods and chattels are seized by a sub-escheator.
If the misdeed was done in a Royal forest substitute a Forester for a sheriff.
GAME PROCEDURE
The villain commits the misdeed.
They roll their Prudence.
Critical success – another is blamed for the dishonorable act (the villain must make an intrigue roll too and name the patsy (otherwise treat as success). The villain's :Arbitrary: Deceit and Mistrust increase by one if less than 16. If 16+ they roll for trait increase.
Success – the get away with it. The villain's Arbitrary increases by one if less than 16+. If 16+ they roll for increase.
Failure – the villain is suspected. They lose 100 glory/per point of dishonor.
They may confess and ask forgiveness (not possible for murder or -8* deeds). They then roll their Honesty and if they: critical they're forgiven and lose no glory; if they succeed they lose half glory for the misdeed; if they fail they lose the glory and are outlawed. Characters who confess roll for increase of their Honesty. They roll for increased trust if they succeed and increased Mistrust if they fail or fumble. Characters confessing suffer only half the normal dishonor.
Alternately, they may try to lie. They roll their Deceit: Critical are believed (no penalty) switching suspicion to a patsy they name; they succeed and lose no honor and only half the glory for the misdeed; they fumble and lose full glory for the deed and take full dishonor.
Thy may also live with the suspicion and lose 100 glory/ point of the dishonor of the misdeed.
They fumble and are caught red handed. They lose the points of honor and 100 glory/point of dishonor. They may confess and lose no glory. They lie and lose the honor and ½ the glory if they succeed and fumble the glory if they fail.
Characters reduced to negative glory are shunned, being no longer welcome in their county or the kingdom. They may leave Logres and start over in another kingdom. They are socially dead, but keep their manors and may live at them. They will no longer be received by their lord or any of his vassals or receive hospitality from a noble. Members of the villain's lineage lose 200 glory unless they disown the villain. His friends may secretly receive him. They then roll their Prudence as if they committed a dishonorable act and lose 100 glory if they fail and 200 if they fumble.