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.

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: -
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

 

 

 

 

 

 

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.

 

The Liquor Store

 

–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.

 

The Tavern

 

 

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.


The Casino

 

 

 

 

 

 

 

 

 

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.

 

Town Treasury and The Bank

 

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.

 

Monastery

 

 

–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.

 

Town Toll Gates

 

 

 

 

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.

 

The Water Supply

 

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

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.

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
  supplying Mortalis death by firing squad
Reward leading: picking Mortrooms 60coin if brought to justice alive, half if dead
  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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