Let's say the PC's help a semi-primitive culture (who may or may not be the Sathari from Chronicles of the Gatekeeper) throw of the yoke of a tyrannical ruler (who may or may not be the villain of the first Act of said adventure). Assuming the Big Bad guy doesn't die in the fighting, he will likely be captured by the freedom fighters, who will drag him before a hastily assembled ruling council to judge him for his crimes. Facing a life sentence in a dungeon, our villain will, of course, invoke an ancient law of the culture.
Ah yes! Righteousness will guide the hand of the victor! And only through death will guilt or innocence be decided! And it makes for darn good entertainment! And, of course, none of the villagers will have the courage to challenge him, so it will fall to one of the PCs.
But wait... The choice here is to let an evil man go free, or to kill him. Yeah, he's a bad guy, but in all likelihood, his immediate power is broken. On the other hand, is it giving in to Fear to let him intimidate his way out of this? Will he eventually return to wreak havoc on the town? Mmm... this is ripe with delicious conflict!
How much, though, and for what actions? I think engaging in the duel would be worth at least a point or two, and killing the enemy once defeated would be many more (though I would give the character a sense of foreboding for that part). Letting him walk free might be a little bit as well, unless someone steps up with some nice rhetoric. "Enough blood has been spilled on your account! If the laws of this land demand your freedom, then take it and go! Your hold on these people is broken; do not return, as I doubt you will find mercy a second time!" One of my players is a Guardian with Justice/Cruelty as his virtue, and the most skilled in melee. Would it be fair to hit him with a "fear" check? Not for actual Fear, of course, but a Discipline check with similar mechanics to reflect that need to see Justice done at any cost?
Edited by The Grand Falloon