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Further Rules – Robbery
& Extortion
Aim & Purpose – to become
the most notorious & villainous,
either as a group,
by amassing the most game coin; the most worth of costume/game
tagged
jewellery and medals; the most worth of contraband; and the
most worth of wanted criminals alive within group at end of
game coin count.
or as an individual, by having the highest
price on your head. |
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Robbing the Public – The visiting
public can only be robbed of Game Coin.
Walk up to the person(s) with hand on hilt, or at trigger, and ask
for their coin – This should be done jovially, or matter-of-factly,
not with menace or threat.
All public will be given 4 pouches of coin: -
. .3 pouches of 1 x 10coin, 2 x 5coin,
10 x 1coin, which they can give to robbers. and,
. .1 pouch of 5 x 10coin, 10 x 5coin
and 20 x 1coin, for paying tolls and spending with traders
. .– If they need more to spend,
they can easily be obtained from the Bank.
If the public refuses and walks on, you may draw a role-play weapon,
or show them an un-cocked pistol, carbine or musket, and ask them
again. This time they are obliged to stop and render unto you a
pouch of game coin. It will probably be best to do this out of sight
of, or shielded from, Militia as they have incentives to spot robberies
occurring. No role-play weapons may be drawn inside
a trade tent. All re-enactment weapons must be kept scabbarded/holstered
at all times.
If the public say they have already been robbed of their 3 pouches
you must accept this.
Robbing Game Participants – of
Game Coin, game tagged Costume Jewellery & Medals
Walk up to another game participant and threaten, with unsheathed
role-play weapons or cocked pistol, carbine or musket, asking menacingly
for their game coinage and any game tagged costume jewellery or
game tagged medals they might be wearing.
If the robbery is in open ground, outside of the central town hub
or outlaw encampments, the participants, if quick and able enough,
may also draw weapons and defend themselves.
If the robbery is in the central town hub, or outlaw camp, those
being robbed can say they wish to defend themselves, and if the
robbery only involves 1 or 2 persons a side, then the fight can
be within the roped off middle areas of walk ways. Conflicts involving
larger numbers of people must use the larger designated areas between,
and behind, traders/tents.
Participants may be robbed of all their game coinage – so
they should probably not carry it all with them, but instead, deposit
some in the bank at 20% interest per 24 hours. However, the bank
could get robbed at any time.
All game tagged costume jewellery/medals can be robbed and must
be worn for this purpose, fenced for display on trade stalls, or
kept in the outlaw group’s treasure chests or buried treasure
hoard.
If a participant says that an item worn is not an in-game
piece of costume jewellery, or medal, – all such pieces should
be game tagged with their value – it must not be stolen.
Robbing Traders – of Game Coin, game tagged Costume Jewellery,
Medals & Contraband.
No other items may be stolen - the robber must only steal those
items on display and as clearly indicated by the trader. Robbers when in a trade tent, will, with hands on hilts, or at triggers,
advise all present that a robbery is occurring – No
role-play weapons may be drawn inside a trade tent –
the trader will then hand the robbers his/her game-coin box, which
the robbers will empty, counting the coin. The robbers will then
take the game tagged costume jewellery and contraband on display
adding up its value and informing the trader of the total value
being taken. The robbers will then rob all participants and public
also within that trade tent.
At any time traders, or participants present, may contest the robbery.
1 on 1 to 2 on 2 fights being contested in the nearest roped off
centre of walkway, and larger fights in the roped off areas between
and behind the trade tents. If this occurs the Militia will not
be able to “see” this occurrence and if the trader or
participant fails in their defence, the robbery will be allowed
to continue without interruption for a further 5 minutes before
“an alarm is raised.” Traders and Participants will
therefore have to think carefully whether they can successful in
their defence, or whether there might be more chance of the robbery
being spotted, the longer it goes on. Trade Tents can
only be robbed between 10.00am and 6.00 pm; and then only with the
trader present, indicating which items may be stolen.
Taking Over Traders/Charging for Protection –
Robbers, with hands on hilts, or at triggers, will advise the trader
that they are taking over the establishment and that they will charge
50coin per day (or some other figure) for their “protection.”
The trader will then agree, negotiate, contest or tell the Outlaws
that the premises is already under the protection of another group:
When agreeing/negotiating a rate for protection the trader will
also agree a time for its collection.
Any fights related to protection will take place away from the walkways
and so are less likely to draw the attention of the Militia. If
a trader dies contesting payment for protection, his staff or family
have to agree a rate – he returns to trade in disguise. If
the trader survives contesting payment for protection, he, or one
of his staff, or family, will receive a scar – the nominated
person goes to “The Surgery” to receive a free-of-charge
fake disfigurement – the rate for protection is then agreed.
If another outlaw group is already supplying protection then the
contesting outlaws must sort things out with them. The trader will
then pay the winner.
A Trader can inform on his “protectors” at any time
and so willing protection is probably preferable from the outlaw’s
point of view.
Selling Plunder & Contraband via Traders –
If an outlaw group is already receiving protection monies from a
trader they may sell their plunder & contraband via that trader
free-of-charge – the trader gets nothing. The trader is obliged
to display the game tagged costume jewellery, and contraband, and
give all game coin monies received to the protectors. However, if
the protecting outlaw group gets usurped, or “shopped,”
they will lose all their stock.
If the outlaw group “fences”/sells its contraband to
the trader they will receive the wholesale price (50% of game tagged
value) and because they will have a mutual trading interest they
are less likely to be informed upon by that trader. The outlaws
will also probably want to protect this route to market, even though
it will probably not gain them such a reputation.
Benefits to Traders for selling Contraband:
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Gives the trader involvement in what is going on.
Promotes traffic within trade tent, creating more opportunities
to sell traders own goods.
Trader receives 50% of real money value with no initial layout –
a tick box list records sales.
However, no game tagged costume jewellery or medals
can be sold to the public – this is only for sale to participants
for game coin, thereby promoting its continued robbery.
Traders cannot be closed down for displaying/selling plunder
& contraband. However, the trader can be closed and arrested
for non-payment of Trade Tax, and then, all contraband will be confiscated
by the Treasury. The trader, in disguise will immediately be re-opened
“under new management” unbound from any deals made in
the previous incarnation.
Robbing & Taking Over Specific Traders & Locations: -
The Gun Shop
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As well as robbing game coin, participants
and public
you may also steal the basic fight-safe pistols, carbines
and muskets
– those game tagged with value, on display
and as indicated by trader.
plus low grade ammunition
– those game tagged boxes on display and
as indicated by the trader.
All basic fight-safe pistols, carbines and muskets will
have traceable serial numbers.
This is the one trader tent in which physi-rep pistols
may be used – pistols only, no combat
This shop can be taken-over and payments extorted for protection
but game tagged costume jewellery and contraband cannot be
sold. Stolen game tagged medals can.
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The Liquor Store
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–Only game coin and drink based contraband can be
stolen and traded here. This is also the store where participants
can buy the drink-based contraband for real money.
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The Tavern
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Only game coin and drink based contraband can be stolen
and traded here.
However, this is the one establishment in which display
fights can occur to settle disputes. At least 4 ref/monks
must be present and only fight-safe/physi-rep/LARP weapons,
bottles and chairs can be used.
No physical contact.
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The Casino
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All game coin, chips, game tagged costume jewellery and
medals on the tables can bestolen as well as those in the
possession of participants and the public - 1 pouch only.
Drink based contraband may be stolen and traded.
However, there will be armed guards at the entrance and all
weapons will have to be checked-in at the entrance lobby. All physi-rep fight-safe weapons can be used at
the entrance and in the lobby. Only pistols & daggers
can be used in the gambling rooms with refs present.
Two armed guards will protect the secure area dealing with
game coin and chips, so any robbery will have to be planned
well.
All forms of sneak thieving off the tables and
cheating are welcomed by the organiser, especially
in front of the public, but your opponents might not appreciate
it. Any disputes will be settled by 1 on 1, or 2 on 2, duals
in the roped off middle of the nearest walkway. These will
be without interference from the Militia, but will be controlled
by at least 2 of the casinos armed guards and in the presence
of at least 1 ref/monk – a good diversion when robbing
the casino. Gambling can only be with Chips with
a game coin value.
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Town Treasury and The Bank
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both are formidable locations. The armed guards will not
allow any weapons to be taken inside. Only people on specific
business will be allowed into the Town Treasury.
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Monastery
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–Game Control and First Aid –
the Chapel, at the front, can be robbed, but the Warrior Monks
will hunt down and kill all thief’s of game tagged religious
icons.
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Town Toll Gates
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can be taken over, the game coinage robbed, with all future
toll monies collected by the controlling outlaw group. The
normal toll for Town Entry is set at 1coin, so as
not to discourage free movement and trade. The controlling
outlaw group could raise this toll for entry, add an exit
toll, and impose extra tolls for entry or exit with certain
goods. Those in their own group could be granted free passage.
However, holding onto gate control could prove difficult as
the Town Treasury will immediately dispatch the Militia to
secure this revenue stream.
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The Water Supply
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the Well(s) that masks the Stand Pipe(s) – there will
be no standing charge in place for people to collect water but
that does not mean that a strong and enterprising outlaw group
cannot impose one. |
Robbing Deliveries & Strong Boxes: -
All deliveries may be robbed with use of weapons in massed attack
against its guards anywhere, outside, or in, the central town hub
and in the outlaw encampments. 1 or 2 teams of Ref/Monks will shadow
the delivery ready to control the public when an attack occurs.
Please advise game control (the monastery), early, so that the ref/monks
can anticipate the attack and start to suruptiously take control
of the proposed area of conflict.
Contraband Deliveries – any time
Gun & Ammunition Deliveries – any time,
best listen to talk in the Tavern
Game tagged basic pistols, carbines, muskets and low-grade ammunition.
Deliveries to the Bank – any time, best listen
to talk in the Tavern
Delivery from the Casino to the Bank – daily
11.00am.
Gate Toll Coinage – Town Treasury collects
under guard daily from 12.00 noon, 2.30pm and 4.30pm.
Township Tax – including Musket & Pistol
Discharge Tax, Treasury collects daily from 1.30pm.
Delivery from the Bank to the Barracks –
Monday 3.00pm, the Militia Payroll.
Traders Tax – Town Treasury collects under
guard daily from 3.30pm
Deliveries from the Town Treasury to the Bank –
daily at 5.00pm.
Robbing Outlaw Encampments Treasure Chest
& Contraband Stash
In a known covered location in every outlaw encampment, outlaws
will stash their plunder & contraband, which is not being
currently sold through a trader. Their Treasure Chest will also
be positioned in this location and will contain: -
All kinship tax game coinage,
All acquired game coinage, as it is best not kept on persons
who might be robbed.
All stolen game tagged medals |
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50% of all game tagged costume jewellery – the rest is worn
by members of the outlaw group. All should be worn by those attending
burials as a mark of respect and just in case the encampment is
robbed whilst they are away.
These have to be in a known location so that participant’s
tents and belongings aren’t rifled when searching for the
chest, or goods.
Buried Treasure
After all kinship tax has been paid, 12.00noon to 1.00pm, as a safety
measure, 30% of the contents of the treasure chest can be buried (hidden rather than buried please) in
a secret location. This location has to be outside the encampments
and outside the central town hub, in fact, in no position where
it’s looking for will necessitate moving and riffling through
participants, traders, or organisers belongings. It may take some
time for an outlaw group to bury this 30%, as the other outlaw camps
will be watching. Decoy burial parties are suggested.
Punishment for Robbery or Extortion
| with sheathed or holstered weapons |
30 minutes in the stocks; |
| threatened with drawn weapons |
the cutting off of a hand |
| causing injury or death |
death by firing squad |
Reward leading to Capture
| with sheathed or holstered weapons |
30coin – must be brought to justice alive |
| when threatening with drawn weapons |
60coin +10% of take from participant/trader, (extorted amount
& contraband do not count) if brought to justice alive,
half if brought back dead, but + 20% for the gangs leader. |
| robbery & extortion causing injury or death |
90coin +20% if brought to justice alive, half if brought back
dead, but + 30% for leader |
Trafficking in Mortrooms
and Mortalis
Mortrooms are mushroom
type fungi that grow on graves the night after interment.
Mortalis is the drug
made from these fungi, which can prevent the amputation of
severely injured limbs and the prevention of death after receiving
a mortal wound. |
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The drug must be first administered within five minutes (the
count of 300) of the wound being inflicted, and thereafter every
3 hours, whilst the person is awake and/or during “time-in”
8.00am to 12.00 midnight. If the person does not receive the
drug in 3 hours, he, or she, will start becoming bad tempered
and the limb that was injured will start behaving with a life
of its own. This agitation will increase with every half hour
that passes. After 2½ hours the person, in a totally
uncontrolled state, (but safely) will
go after, and try to kill, every person in the supply chain.
After 3 hours the person will die in a mad convulsing fashion.
There will be a limited supply of 20 phials of Mortalis given
to all outlaw group volunteer doctors on the Friday night.
After that, a phial of Mortalis will be exchanged for every
harvested Mortroom at the Surgery.
Ref/monks on permanent duty in encampment will have a list of
outlaw drug users, plus dosing times. Outlaw users must drink
a phial in front of the ref/monk to continue in game without
signs of distress.
4 hours before coin-count, supplies
may start being interrupted in an effort to kill high value
“Users.” |
Whilst the initial administering of the drug could be considered
as an act of compassion, because its suppliers effectively enslave
dependants, it is counted as a crime: -
| Punishment for: |
picking Mortrooms |
the cutting off of a hand |
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supplying Mortalis |
death by firing squad |
| Reward leading: |
picking Mortrooms |
60coin if brought to justice alive, half if dead |
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to Capture producing/supplying Mortalis |
90coin if brought to justice alive, half if dead |
There can be no pick pocketing anywhere, unless done
in display to watching public.
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© Copyright 2007
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