We don't execute PCs, either in PVP style or by DM fiat. Lot's of problems stem from that sort of thing.
One player who recently fouled things up has volunteered to have his character retire.
His PC decided to pick the pocket of a man we met on the road who was bad-mouthing a dead PC. He got caught and the ensuing ruckus ended with four guardsmen (road patrol for a local lord, no less) dead, and their leader critically injured.
Yeah, we ended up killing some cops as things rapidly escalated out of control.
But he's prepared to take his lumps over that. He knows he screwed up.
What I'm talking about is the PC who goes looking for trouble, picking fights in town or baiting NPCs into trying to rob them. The Cleric who burns down a local church for being of a "heretic" faith, that sort of thing.
(And no, we didn't have a Cleric do such a thing, it was just an example.)
This kind of trouble reflects badly on anyone who's known to keep company with the trouble maker.
Oddly, in our current game, (the one I complained about in "Grumble Grumble"), the trouble that was caused had no backlash or consequence at all, because that would have diverted the "railroad" plot line. Cops dead on the road and a surviving witness who can clearly identify the PCs, and not a ripple.
But, aside from the rare case of the one-track DM, what sort of consequences should happen when one PC makes it a habit of leading trouble back to the party?