(1) Crimes are divided into three categories: Major (murder, and any crime against a noble), Minor (pretty much anything else), and Petty(e.g., trespassing, throwing mudballs at a guard during New Life). Whenever you are caught at a crime, the tally of the type of crime is increased. This tally is permanent for the lifetime of the character.
(2) The higher your net score of (Major + Minor) crimes, the slower your bounty goes down. This represents your notoriety -- the more notorious you are, the more wanted you are.
(3) When you are caught at a Major crime, various things immediately:
(3a) There is immediately Heat and *it does not go away* until your bounty is completely cleared. Therefore, you cannot pay off your bounty except at an Outlaw's Den or with Pardons -- i.e., you have bribed your way out of trouble.
(3b) Your bounty no longer decreases over time. Instead, it *increases* and this increase is accelerated by having a bigger Major Crimes score -- you are a dangerous outlaw, and the more people you murder and the longer you are at large, the more wanted you are. This stops only when you completely pay off your bounty.
(3c) Your Major crimes score increases the radius at which you are spotted by Guards while you have a bounty.
(4) When you are logged out, your Bounty and Heat no longer changes -- it neither decreases nor increases.
ADDENDUM:
(5) When Fencing goods, the more items you Fence (lifetime value fenced), the more money you get AND the more Fence uses per day. BUT the higher your Crimes score, the LESS money you get and the fewer Fencing uses per day because you are increasingly risky to work with. Careless thieves don't make good contacts.
(6) For better or worse, when you use a Name Change Token or Face Change Token on the character, all crime counters are reset.
EDITED: Petty Crime description
Edited by Dusk_Coven on July 8, 2019 4:28PM