Slack 'n' Hash

Heathen Preview: Capture

At some point or other, a character is almost certain to be captured. This section deals with this thorny issue, briefly detailing how it might happen, why it ahappens and what actions may be taken to keep prisoners from escaping.

Arrest

The enforcement of law is a rough and haphazard affair on Ierth. There is no regular police force per se: there are instead squads of guards that are usually in the service of the rich or influential. These guards are either assigned to watch over certain buildings, or to capture the people their employers suspect of crimes.

The procedure of arrest is a simple one: the leader of the squad alerts those accused to the charges brought before them and demands surrender. If the arrest is resisted, the guards are authorised to use any means short of lethal force to bring the accused to account. This usually amounts to cudgelling the accused into submission (most guards carry clubs for this purpose) and then restraining their prisoners with manacles. The prisoner is then stripped of weapons, armour and equipment and deposited in a cell where they are held until trial.

Binding

Binding is the process of fastening a character's limbs in order to prevent them from fighting or escaping. People use various pieces of equipment for this purpose. Such restraints are still fairly primitive: in each case it is possible to escape from them with an Air check, or even attempt to break out by brute force with an Earth check.

Each attempt to escape usually takes 1d8 rounds plus 1 round for every 5 points of the restraint's Target. There are certain factors, such as the character's class and the Escapology trick that can reduce this escape time.

Although some people may try to come up with more advanced restraints, the majority simply settle for using several restraints at once, shackling the prisoners' arms and legs, keeping them in a locked room and posting guards outside.

Restraints
Type of Binding Escape Target Break Target
Held by another character Captor's Earth check Captor's Earth check
Chain 25 40
Hempen rope 20 30
Handcuffs 20 25
Fetters 20 25
Chain
Characters can be secured with iron chains. These are usually wrapped several times around the captive, and then secured in place with a padlock. While these are difficult to escape, a character may be able to work a hand free with an Air check (Target 20) and thereby attempt to pick the lock.
Fetters
Fetters or leg-irons are shackles fastened around the ankles. They slow a character's movement rate to 1 mph. Characters wearing fetters are unable to run, swim or kick.
Handcuffs
Handcuffs fasten around a prisoner's wrists, keeping his hands secure. A character wearing handcuffs is unable to move his hands more than a few inches apart, making it impossible for him to fire missile weapons, use a shield or wield a two-handed weapon. Any trick involving physical movement and the expenditure of Sparks becomes impossible. Any attempts to use other sorts of weapons or deliver a barehanded attack suffer a -2 penalty. If the handcuffs are used to secure the prisoner's hands behind his back, then even this awkward attack is impossible.
Hempen Rope
Rope is the most basic tool used for securing people. Generally tied around the victim, pinning her arms to her sides and fastening her legs together.

Ransom

Of course, captivity isn't always just a matter of imprisoning wrongdoers. More often than not, it's done for the money. People have value, and the standards of the day can easily translate this into monetary cost: whether it's the value of their labour; their sentimental or political value. People kidnap others if they think they stand a good chance of being paid to release their captives.

Characters can be ransomed for ten shillings, but there are many factors which can influence a person's ransom value. These are listed in the Ransom table. Apply any multiples before adding numeric bonuses: that is, if the character has the Minor Noble Title and Wealthy tricks, multiply the ransom value by 2 and then add £5.

Ransom
Factor Modifier
Freeman trick 2× base price
Minor Noble Title trick 4× base price
Middling Noble Title trick 8× base price
Major Noble Title trick 16× base price
Royal Bloodline trick 32× base price
Each additional level up to 10th +£1 per level
Each additional level above 10th +£5 per level
Landed Gentry trick +10s per acre.
Squire or Shield-Maiden trick +£1
Knight or Swan Maiden trick +£5
Knight-Commander or Valkyrie trick +£10
Wealthy trick +£5

Last modified: 26/11/08. All material ©2003-8 its creators.

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