Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the
Fantasy Core Index.)
Justice and Law
Enforcement
The most impartial justice system money can buy.
The city district judges and the traveling provincial
magistrates (who service the villages) are appointed by the Imperial
Bureaucracy. They are experienced
lawyers who have applied and then been rigorously tested to obtain these
positions. They must be sponsored,
apprenticed (as a clerk), and approved by an experienced judge. They are always sent to posts well away from
their home cities.
In spite of these precautions, most of the judges in Shang-tu
are in the pockets of the various competing interests: merchants, guilds,
Tongs, and secret societies. (Unlike the
rest of the Imperial Bureaucracy, judges work alone and do have any direct or
peer oversight. Other Bureaucrats are
ironically often more scrupulous the judges of the law.) Any part of the city dominated by a special
interest owns the judges and usually the constables as well. Judges can only be removed by a Daimyo or the
Governor and would be a daunting ordeal.
The Daimyos of the wards are ultimately the chief law
enforcement officers as well as the Appeals judge. This is a small check on the power of the
judges. Any criminal convicted by a
judge may appeal to their Daimyo (or village lord), but failing to win the
case, usually results in an immediate death sentence. For certain sensitive matters (such as those
involving foreign dignitaries or very important civic leaders) or even issues
of possible national importance, judges may refer cases directly to their
Daimyo, who may in turn send it directly to the Governor.
A good constable does not tolerate the presence of
criminals in his neighborhood, unless they are paying him well.
Each district has a force of constables paid out of the city
taxes. (Though it should be noted that the
Governor’s Ward is well patrolled by the East Chamber and Imperial troops and
private security instead.) They require
references and are well tested and trained, though not well paid. Many are recruited out the city’s multitude
of martial arts schools (who are often causing fights that have to be broken up
the constables). Often short-handed in
patrols (especially at night with the curfew), the constables may be backed up
by volunteer watchmen, depending on the neighborhood.
There is a great deal of pride and service in the typical
constable, but they are ultimately just working at a job. Good and bad people populate the ranks of the
force. The good ones will often turn a
blind eye to rampant corruption if exposing it means their life in exchange. However, even corrupt constables taking
payoffs will typically only tolerate a certain level of crime and then will act
against it.
Excellent constables may apply to become inspectors, who
investigate unsolved crimes or track down wanted criminals. They are promoted by the district captain,
who is in turn promoted by the ward Daimyo.
Constables usually only have jurisdiction in their own ward. Inspectors have sanction to bring in
criminals from anywhere in the entire province.
There is no escape from death, taxes, and Inspector
Amaratsu.
If there is one sterling example of a lawman in Shang-tu, it
is Inspector Amaratsu of the Lake
Ward . He is incorruptible and relentless in the
pursuit of justice. The Inspector
specializes in solving murder cases, and the criminal activity in the Lake Ward
keeps him busy. The Tongs are
more-or-less forced to tolerate him and cut their losses in personnel if he is
one the trail of one of their own. He is
now too famous and too popular to just be conveniently killed off.
So far, Amaratsu has turned down every promotion, including
invitations from the Governor. He has a
single-minded dedication to his mission of catching murders and seemingly no
personal life to get in the way of it.
However, he’s not above seeking help in his investigations. Working in the corruption of the Lake Ward ,
Amaratsu has little trust in his co-workers and often solicits the help of
skilled outsiders (in other words, player characters).
7th Level Flying Warrior, Hp 39, AC 15 (no armor) Enhanced
Initiative +3
Fort +6, Ref +8, Will +6
Melee: Unarmed 2 attacks +8/+4 to hit 1d4+5
Longsword +8 to hit 1d8+1
Ranged: +2 Spiked Chain (Rip) +12 to hit 2d4 + DC 18 Ref Sv
trip, 10’ reach, on Called Shot (nat 16) disarm
Flying Strike +8 to hit + DC 12 Acrobatics check, 9 damage
Flying Multi-Strike +8 to hit + DC 12 Acrobatics check,
1d8+1, up to four, adjacent opponents
Acrobatics +6
Immune to falling damage
Meditation Skill: If Amaratsu meditates for 1 turn at a
crime scene, he will find at least 1 clue.
Devices: Amaratsu possesses several magical listening,
tracking, lockpicking, and other devices, though they are usually one shot
devices that he doesn’t use freely. His
source for these items is unknown.
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