Ruleset 33

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Laws

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Swashbucklers must obey it. Section One consists of the "laws" of blognomic, covering basic Swashbuckler and proposal mechanics; Section Two contains the "rules" of the current round, and Section Three contains the glossary, which exists solely to clarify the remainder of the ruleset. Laws and rules may be referred to by eir type and entire number or type and name. (e.g. This Law may be referred to as Law 1.1 or the Law entitled "Ruleset and Gamestate"). No Rule may contain a provision that bars itself from being altered and/or repealed. If at any moment a Rule exists or is altered in a manner that renders it to contain such a provision, the entirety of that Rule shall be considered void and with no effects on the Gamestate. The provisions on this paragraph supersede any text in a Rule.

The Ruleset and Gamestate can only be changed when the Ruleset specifically permits eir being changed.

Spivak pronouns, as defined in the Glossary, shall be used whenever a Swashbuckler is referred to.

Admin Staff may correct obvious spelling and typographical mistakes in the Ruleset at any time.

Swashbucklers

Anybody may apply to join BlogNomic (if e is not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post announcing eir arrival. An Admin will add em to the roster in the sidebar, at which moment e becomes a Swashbuckler.

A Swashbuckler may change eir name or eir sidebar link by editing eir blognomic.com profile. A Swashbuckler’s name may only ever act as a signifier identifying a certain player. A name change may never create a meaning in the Ruleset that was not present before it. E may leave the game by posting an entry to the BlogNomic weblog requesting such action.

Some Swashbucklers are Admin Staff, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Swashbucklers who wish to become Admins shall sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from eir post by Proposal, CfJ or voluntary resignation.

Some Swashbucklers are Idle, and shall be marked as such in the sidebar. For the purposes of the ruleset, excluding Laws 1.1 and 1.2, idle Swashbucklers are not counted as Swashbucklers. Admin may render a Swashbuckler idle if that Swashbuckler has failed to vote for more than a week, or if it has asked to become idle. Admins may un-idle a Swashbuckler at eir request - the Swashbuckler's personal gamestate retains the values it had immediately prior to eir idling.

A single person may not control more than one Swashbuckler within BlogNomic. If anybody is suspected of controlling more than one Swashbuckler, then a Proposal may be made to remove any number of such Swashbucklers from the game, and to bar the perpetrator from rejoining.

Proposals

Any Swashbuckler may propose a change to the Ruleset or gamestate by posting an entry in the "Proposal" category that describes the changes e wishes to be made.

Proposals can either be Pending, Enacted, or Failed. When a Proposal is first put forward, it is considered Pending.

No ostensible Proposal shall be legal if its posting leads to its poster having more than 2 Proposals pending. Furthermore, no Swashbuckler may post more than 3 Proposals in the same day. Rules may take precedence over this paragraph.

Voting

Any Swashbuckler may cast eir Vote on a Pending Proposal by declaring it in the comments of the entry. Valid votes are FOR, AGAINST, and DEFERENTIAL, which must be represented by appropriate icons. If there exists more than one Vote from a single Swashbuckler on a single Proposal, only the most recent of those Votes is counted. Rules may take precedence over the previous sentence. If a Swashbuckler leaves the game or goes idle, eir Vote no longer counts.

A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the Captain. The vote will count as the same as the Captain's vote. The Captain cannot cast a vote of DEFERENTIAL. If there is no Captain, a vote of DEFERENTIAL counts as an explicit vote of abstention.

If the Swashbuckler who made a Proposal has not cast an explicit Vote on it, eir Vote is counted as FOR.

Enactment

Quorum is equal to half the number of Swashbucklers, rounded down, plus one.

If the oldest pending Proposal's FOR votes exceed or equal Quorum and that Proposal has been open for voting for at least 12 hours, or if it is more than 48 hours old and more than half of its votes are FOR, then any Admin Staff may mark that Proposal as Enacted, then update the Ruleset and/or Gamestate to include the specified effects of that Proposal.

If the oldest pending Proposal has enough AGAINST votes that it could not be Enacted without one of those votes being changed, or if all Swashbucklers have voted on it and it still cannot be Enacted, or if the Swashbuckler who proposed it has voted AGAINST it, or if it is more than 48 hours old and half or fewer of its votes are FOR, then any Admin Staff may mark that Proposal as Failed. When the proposer votes against eir own proposal, that vote may not be changed.

Whenever an Admin marks a proposal as enacted or failed e must report the following information on the proposal:
1) the final tally of for to against votes, or whether the proposal was self-killed or vetoed
2) the time of enactment or failure
3) the identity of the enacting or failing admin

Rules may take precedence over any part of this law.

Calls for Judgment

If two or more Swashbucklers actively disagree as to the interpretation of the Ruleset, or if a Swashbuckler feels that an aspect of the game needs urgent attention, then any Swashbuckler may raise a Call for Judgment by posting an entry in the "Call for Judgment" category . If the Swashbuckler wishes, e may post anonymously by choosing "Call for Judgment" from the Author drop-down menu on the OPTIONS tab. The post shall go on to describe the issue, and measures that shall be taken to resolve it.

All Swashbucklers may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Swashbuckler's later votes overriding eir earlier ones). CfJs continue until they reach a quorum of FOR votes, a quorum of AGAINST votes, or if there is no hiatus going on, until four days have passed, and if there is a hiatus going on until two days have passed. After this time, if more than half of the cast votes are in favour, the Gamestate and Ruleset shall be amended as was specified. Otherwise, the CfJ fails and may have no further effect.

Gamestate Tracking

Proposals, Calls for Judgment, and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Swashbuckler may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts.

If no other Swashbuckler has commented on it, an official post may be altered or removed; otherwise this can only be done as allowed by the Ruleset. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must changed to reflect its status.

A non-official post may not through editing of the blog be changed into an official post.

Voting and comments are accessible through the link at the bottom of every post.

Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at http://blognomic.com/gndt/generic.cgi?nomic=blog. Any Swashbuckler may update any Swashbuckler's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged - if a Swashbuckler feels that an alteration goes against the Rules (as they were at the time of the alteration), e may simply undo the effects of that alteration. If such an undoing is disputed, a Call for Judgment shall be raised.

Swashbucklers shall be assigned a password for the GNDT when they join the Nomic.

Dynasties

BlogNomic is divided into a number of Rounds, referred to as Dynasties.

Each Dynasty has a single Captain and is named according to the number of times which that Swashbuckler has been the Captain (or Captain equivalent) (eg. "The First Dynasty of Myke").

The Captain has the following powers:

  • E may veto any Proposal; that Proposal immediately fails. (This veto may be contested with a CfJ if it is thought excessively unreasonable.)
  • E may change the BlogNomic header, the colour scheme and the VETO icon, whenever e likes.

If there is no Captain, any Swashbuckler may propose a new header, color scheme, and/or VETO icon. If such a proposal passes, the changes will be made by any Admin.

A page of Dynasty Records is kept on a separate weblog, recording events that took place during past Dynasties, noting eir themes, eir Captain or equivalent, interesting rules, large arguments, the winning move, etc. A Dynasty record must accurately reflect the Dynasty it refers to. Swashbucklers may submit Dynasty Records to the Captain.

Victory and Ascension

If a Swashbuckler believes that e has achieved victory as specified in the current Ruleset, e may Make a Post to the Blognomic frontpage entitled "Declaration of Victory", and a Hiatus begins. So long as the Hiatus is in effect, the only game actions that may be taken are those covered by laws 1.2, 1.6, and 1.9.

Every Swashbuckler may respond to the Declaration of Victory saying whether e regards it as legal or illegal (using the FOR, AGAINST and DEFERENTIAL icons). The following stipulations must be true before a DoV may pass or fail.

  • 12 hours have passed since the posting of the DoV.
  • If less than 24 hours have passed since the posting of the DoV the current Captain has voted upon the DoV.

If both of these stipulations are true and at least half of all Swashbucklers have voted FOR the DoV passes and the poster of the Declaration is considered to have officially won the Dynasty - the Dynasty ends. If both of these stipulations are true and at least half of all Swashbucklers have voted AGAINST the DoV the the DoV fails. If no clear decision is reached after 24 hours, the Captain may optionally Pass or Fail the DoV on his own accord.

Hiatus may not end if either of the following stipulations are false and ends once they are both true:

  • There is no active DoV.
  • There are no pending CFJs.

At the winner's discretion, e may choose another active Swashbuckler to be the Captain for the next dynasty. This is known as Passing the Mantle. If the selected Swashbuckler agrees, then all rights and responsibilities of the Captain transfer to the selected Swashbuckler. If the winner makes no mention of Passing the Mantle, it is assumed that the winner has decided to become the next Captain.

When a Dynasty has been won, all Swashbucklers' GNDT stats are reset to zero or blank. Any Swashbucklers who were idle throughout that Dynasty may be removed from the game, at the Captain's discretion.

The Hiatus then continues until the new Captain posts an Ascension Address to the BlogNomic weblog - this shall specify the Captain's chosen theme for the new round, and may optionally include a proclamation that any number of Rules will be repealed, and/or that the words "Swashbuckler" and "Captain" will be replaced with new theme-appropriate terms. If the new Captain chooses not to repeal a rule, e may also replace any keyword in those rules with a new theme-appropriate term. The remaining rules, after the new Captain's proclamation, shall be renumbered to keep a sequential progression. The new Captain may also proclaim at the Ascension Address the veto of any Pending Proposals.

Upon posting this Address, and having made the Ruleset changes, the Hiatus period ends and the new Dynasty commences.

The Captain may not declare victory in eir own dynasty.



Rules

Yo-ho-ho

In the spirit of piracy, all Swashbucklers are encouraged to:

  1. Use the words ‘Yarr’, ‘Matey’ and eir kin as often as possible
  2. Promote the looting and plundering of non-Swashbucklers
  3. Demand the keelhauling or walking of the plank of any person for any infraction
  4. Note that mutiny is a fact of life aboard pirate vessels.
  5. Drink lots and lots of rum

Skill

Every Swashbuckler has a General Pirating Skill, or GPS, which is tracked in the GNDT numerally. The total GPS of all Swashbucklers determines the chances of success during the plundering of another ship, and each individual Swashbuckler’s GPS determines the potential amount of booty e gains from a plunder.

New Swashbuckers start with 1 GPS.

The Ship

The Captain and his crew ply the seas on the Inquisitor, a schooner of ninety feet, two masts, and a deck of cannon. There are several locations on or around the ship:-

  • the Captain’s Quarters - only the Captain may be in the Captain’s quarters, unless he details circumstances under which a Swashbuckler may move there
  • the Forecastle
  • the Holds
  • the Crow’s Nest
  • the Crew’s Quarters
  • the Main Deck
  • the Forecastle Deck
  • the Quarter Deck

There are also off-ship locations which may only be moved to if an Adventure is in progress that involves that specific location.

  • Ashore
  • Boarding
  • Overboard

Any Swashbuckler may change eir location by updating the GNDT and posting notice on the front page. New crew start on the Main Deck.

There are also several other locations which cannot be voluntarily moved to or from:

  • The Bilge
  • Davy Jones’ Locker
  • Britsh Gaol

The bilge may only ever contain one Swashbuckler. The Captain may release a Swashbuckler from the bilge to the Forecastle deck, or, as long as it is empty, put any Swashbuckler in the Bilge at any time.

When a Swashbuckler is sent to the Bilge, they are moved to that location, unless it is already occupied.

Any Swashbucker in British Gaol or Davy Jones’ Locker may only leave that location as a result of an Adventure. Swashbucklers in Davy Jones’ Locker may not take any other game action except those defined within the Core Rules.

Duelling

All Swashbucklers are proficient with cutlasses, knives, belaying pins, and such short melee weapons. Any Swashbuckler may Duel with another Swashbuckler provided that the two are in the same Part of the Ship. To do so, e must make a post to the front page containing the name of eir opponent, the location onboard the ship, and the outcome of the duel, preferably with some descriptive text. E must then make Y DICE5 checks, where Y is the eir GPS, and Z DICE5 checks, where Z is the opponent’s GPS. If the sum of the Y DICE5 checks is strictly greater than the sum of the Z DICE5 checks, then the initiator wins the Duel, and otherwise e loses the Duel.

If the victor beats the loser by ten points or more, then the loser sustains one Injury, rolled by whoever initiated the Duel.

If a Swashbuckler wins a Duel, and the defeated Swashbuckler’s GPS is no lower than 3 less than the winners, e shall increase eir GPS by one point, and decrease eir opponent’s GPS by one point. If a Swashbuckler loses a Duel, e shall decrease eir GPS by one point, and increase eir opponent’s GPS by one point. Only one of these actions may take place per duel. No Swashbuckler may Duel another Swashbuckler whose GPS is zero.

No Swashbuckler may initiate a Duel with the same Swashbuckler more than once per day. Further, no Swashbuckler may initiate more than a Quorum’s number of Duels in one day.

No Swashbuckler may Duel with another Swashbuckler in the Crew’s Quarters.

Captain’s Orders

The Captain may add two points to each DICE5 check e makes during a Duel.

Demon Rum

If a Swashbuckler is in the Crew’s quarters and has a GPS of zero, e may set eir GPS to one, but may not change eir location on the Ship any more that day, Blognomic time. The Swashbuckler with the greatest GPS may not enter the Crew’s quarters.

Booty

Every Swashbuckler has an amount of Booty, measured by its value in doubloons - this is tracked in the GNDT. Booty can be freely given to other Swashbucklers.

New recruits start with no Booty.

Motley

Every Swashbuckler has a collection of Motley, tracked in the GNDT. Motley represents the equipment, mannerisms and injuries acquired during the course of a voyage. Motley can be purchased at Port, or acquired as a result of Injury.

An item of Motley may be given to another Swashbuckler, unless it was gained through injury, or is otherwise physically attached to its bearer. The Captain may confiscate any Motley he considers to be inappropriate, and throw it overboard.

New recruits start with no Motley.

Special Motley

Certain Motley, or combinations of Motley, provide special effects while carried by a Swashbuckler: Scurvy: When a Swashbuckler gets Scurvy, they lose 1 GPS (they gain 1 GPS when they're cured). If you've got Scurvy, you can't regain GPS in Crew's Quarters.

Two wooden legs: GPS becomes zero and may not be changed until one of the wooden legs is removed.

Two eyepatches: GPS becomes zero and may not be changed until one of the eyepatches is removed.

One eyepatch, one wooden leg, one parrot: Must be refered to in all Blognomic posts with the honourific ‘Long John’; GPS +3

One eyepatch, blue beard, tricorn hat: Must be refered to in all Blognomic posts with the honourific ‘Bluebeard’; GPS +5

Albatross, scurvy, chest scars: Must be refered to in all BlogNomic posts as ‘The Ancient Mariner’; GPS -4

At least two small children if no other Swashbuckler has equal or greater number: Must be referred to in all BlogNomic posts as 'Nanny'; Gains +2 GPS when e wins a duel, unless e has is ranked 3rd or higher of all Swashbucklers in GPS.

Citrus fruits: Any item of citrus fruit may be eaten, removing it from the eater’s Motley - if e had Scurvy, it’s cured.

Bar: Can be sold at port for 12 doubloons instead of the usual 4.

Only Swashbuckler with Monkey, Curse, Apple: Must be referred to in all BlogNomic posts as "Barbossa"; has all deferential votes counted as eir vote if Captain has not voted.

Curse: Swashbuckler may not initiate duels. If a cursed Swashbuckler’s GPS is above six, it is reduced to six.

Hooch: May be consumed, removing it from the eater's Motley. Eir GPS is raised by 3.

Inner Tube and Snorkel: In addition to any other effects, any action that moves Swashbuckler to Davy Jones's Locker instead moves em to Ashore.

Two hooks:Swashbuckler gets no bonuses from Cutlasses.

Exactly one Cutlass: GPS +2.

Two or more Cutlasses: GPS +3.

Inner Tube and Snorkel: Must be referred to in all BlogNomic posts as “The Nerd”; GPS -E, where E is eir GPS at the moment before e obtained this combination of motley.

Lice: The other scourge of the sea, lice can be found lurking on islands and in the holds of ships. For each louse a Swashbuckler has, e must have the string “*itch*” or the string “*scratch*” once in every post e makes. GPS -1 per louse.

Zombie: May not be bought or sold at Port. May not be removed once acquired. +2 GPS.

Biscuit: Biscuits may be eaten by the possessing Swashbuckler at any time. When e does so, e may roll DICEx, where x is the number of days elapsed since he bougth it. If the result is 4 or greater, e gains a Weevil.

Weevil: See the rule entitled ‘Weevil’. Upon gaining a Weevil, the possessing Swashbuckler may give it the name of their choice, before entering it into the GNDT as ‘Weevil [Name]’. A Weevil may never be confiscated by the Captain.

Ring (wooden): If partners are in the same Location, they gain a +2 bonus to eir GPS when duelling. If partners are in different locations, they suffer a -1 penalty to eir GPS when duelling.

Ring (silver): If partners are in the same Location, they gain a +4 bonus to eir GPS when duelling. If partners are in different locations, they suffer a -2 penalty to eir GPS when duelling.

Ring (golden): If partners are in the same Location, they gain a +6 bonus to eir GPS when duelling. If partners are in different locations, they suffer a -4 penalty to eir GPS when duelling.

Zombie, Tricorn Hat, Curse: Must be refered to as 'LeChuck' in all posts. GPS +4. The Curse motley has no effect on LeChuck(s).

If a Swashbuckler’s Motley is changed to remove Motley which gives a plus or minus to GPS, then that GPS modifier is immediately reversed.

Not For Purchase

The following items may not be purchased at port:

  • Bar
  • Hooch
  • Eyepatches
  • Wooden Legs
  • Scars
  • Hooks
  • Weevil
  • Ring (wooden)
  • Ring (silver)
  • Ring (golden)

Adventures

Whenever the mood takes him, the Captain or the First Mate may post to the weblog announcing an exciting piratical Adventure - a raid or a treasure dig or any such escapade - with a level of Danger, a Location and a doubloon- or Motley-measured Reward of his choosing.

Any Swashbuckler may join this Adventure by moving to its Location and rolling an X sided die, where X is the Danger level of this Adventure. If the roll is less than or equal to the total of the Swashbuckler’s GPS and eir number of items of Motley, then they are successful on the Adventure - if not, then they are injured, lost or otherwise useless, and lose 1 GPS (and also sustain an Injury, if eir roll was more than twice eir initial GPS). The result of this should be posted as a comment to the Adventure entry.

After at least 24 hours, the Captain of the First Mate may declare the Adventure over - the Reward is divided equally between all those who were successful on it, with any remainder going to the Captain or the First Mate, unless the Captain or the First Mate declares otherwise. Any Swashbucklers who had moved off-ship for the Adventure are moved back to the Main Deck.

When the Captain or the First Mate chooses an alternate division of Booty, the division must reward any Swashbuckers with equal GPS with the same Booty. Also, if any two Swashbucklers have unequal GPS, the Swashbuckler with the higher GPS must receive more Booty unless either Swashbuckler is the Captain or the First Mate.

Should the Captain disapprove of a specific Adventure, e may veto it and reverse any effects of the Adventure. If the Captain was not the Captain at the time of the posting of the Adventure, e may not veto it.

Injury

Brave or careless Swashbucklers may sustain Injuries in Duels, or during Adventures, and acquire status-symbol prostheses as a result.

Upon being Injured, the Swashbuckler responsible for the injury should roll a DICE8 to see where the hit was taken, and what Motley the victim gains from it:-

  1. Left Eye. Victim gains an Eyepatch (Left).
  2. Right Eye. Gains an Eyepatch (Right).
  3. Left Leg. Gains a Wooden Leg (Left).
  4. Right Leg. Gains a Wooden Leg (Right).
  5. Left Hand. Gains a Hook (Left).
  6. Right Hand. Gains a Hook (Right).
  7. Face. Gains a Facial Scar.
  8. Body. Gains a Chest Scar.

The injured Swashbuckler is given eir Motley immediately. If a rolled injury would give a Swashbuckler a specifically-located item of Motley they already possess (with the exception of Scars), then the injury instead has no effect, the victim being saved by eir prosthesis.

Port

If The Inquisitor is not currently on an Adventure that requires leaving the ship, then the Captain may declare in a post that the ship is docking at a Port.

While The Inquisitor is at port, Swashbucklers may move Ashore. Those that are Ashore are then able to:-

  • Spend eir Booty - 8 doubloons buys them any item of Motley they desire.
  • Visit the Sawbones - 8 doubloons allows them to remove any one item of Motley they have gained through Injury.
  • Buy Rum - 5 doubloons allows the Captain to buy three bottles of rum, and dilute it with water to make enough grog for the entire crew of the Inquisitor. Every Swashbuckler then gains 1 GPS.
  • Sell Motley - A non-injury related motley may be discarded in exchange for 4 doubloons.
  • Black Market - 8 doubloons buys a mystery sack; the Swashbuckler should roll a FRUIT die in the GNDT to see what it contains, and add it to eir Motley.

No Boarding Adventures may be announced while The Inquisitor is at port. Once all crew are back aboard the Inquisitor, the Captain may set sail by announcing this to the weblog.

If the Inquisitor has been at dock for more than 48 hours, the Captain may move all Swashbucklers currently ashore to the main deck and have the Inquisitor immediately set sail by announcing this to the weblog.

Gambling

Pirates enjoy gambling with eir Booty. This is done by Wagering in the comments of posts specified in this rule. Wagers must include a predicted outcome and an amount of Booty which is immediately paid into the Pot. This amount cannot be more doubloons than the betting Swashbuckler owns.

On the resolution of a Post with wagers on it, the Booty in the Pot is redistributed to the Swashbucklers who predicted the outcome correctly. First, every winning wager is paid back to the Swashbuckler who made it; then the remainder is divided in proportion to the size of each winning wager to the total of all winning wagers, rounded down to the nearest doubloon (floor function). Leftover doubloons go to the Swashbuckler who processed the Post outcome and distributed the winnings.

Wagering on Proposals

Any Swashbuckler may put any number of wagers on whether a pending proposal will pass or fail.

Buckaneering

No more than once per day any Swashbucker may make a roll of DICEx in the GNDT where x is the lowest value of either (a) the number of days elapsed since the Inquisitor was last at a Port or (b) the number of days that have elapsed since the captain declared the end of an adventure. The result defines what type of ship is encountered on that day. Each ship has an Attack Strength; if that Attack Strength is exceeded by the total GPS of all Swashbucklers then the encounter is won by the Inquisitor and the ship gains the listed reward. If the Attack strength is not exceeded by the total GPS then the encounter is unsuccessful and the specified penalty must be applied.

Dice roll Type of Ship encountered Attack strength of encountered ship Potential reward Potential penalty
1 Trade cog 10 50 Booty, divided equally between all Swashbucklers in an on-ship location (except the Bilge) with any excess going to the initiating Swashbuckler All Swashbucklers have eir GPS reduced to zero
2 Merchant ship 25 100 Booty divided equally between all Swashbucklers in an on-ship location (except the Bilge) with any excess going to the initiating Swashbuckler All Swashbucklers have eir GPS reduced by one, and the initiating Swashbuckler is moved to the Bilge
3 No ship 0 None None
4 Becalmed 0 Every Swashbuckler gets Scurvy. Every Swashbuckler gets Scurvy.
5 Sloop-of-War 50 10 Booty and ‘Cutlass’ Motley for initiating Swashbucker; 2 Booty to all other Swashbucklers Injury to initiating Swashbucker (as per Rule 2.10); all Swashbucklers loose 1 Booty
6 Frigate 70 All Swashbuckers in an on-ship location (except the Bilge) gain the Motley of eir choice which could be purchased at port; all Swashbucklers gain 2GPS Initiating Swashbuckler moved to British Gaol; all Swashbucklers on-ship loose all non-injury based Motley
7 Pirate ship 60 200 Booty divided between all Swashbucklers, with the excess going to the initiating Swashbuckler; all Swashbuckers gain one item of Motley; all Swashbuckers gain 2 GPS Initiating Swashbucker moved to Davy Jones’ Locker; all Swashbuckers on-ship lose all eir Booty
8 Kraken 80 All Swashbucklers gain 5 GPS Captain and Initiator sent to Davy Jones’ Locker, all others thrown Overboard
9 No ship 0 None None
10 Ship of the Line 100 All Swashbucklers gain 5 GPS, 20 Booty and the item of Motley of eir choice which could be purchased at port. Initiator is sent to Davy Jones’ Locker; Captain is sent to British Gaol; all existing Booty is lost

Thereafter the result is one ship of the line per number of tens rolled plus whatever ship specified by the number of units remaining.

First Mate

At any time, the Swashbuckler with the highest GPS (apart from the Captain) is considered the First Mate.

Punishment

Any Swashbuckler may call for any other Swashbuckler to be Keelhauled, to be sent to the Bilge, or to Walk The Plank, by posting a blog entry to this effect. Each Swashbuckler may choose to Support or Oppose this punishment by posting a comment that includes either a FOR or AGAINST flag respectively, and a mention of eir GPS at the time of the comment. Only one Opposing or Supporting comment may be made by each Swashbuckler per Punishment post.

After 24 hours, the total GPS of the Supporting Swashbucklers is compared to the total GPS of the Opposing Swashbucklers - if the Support total is greater, the punishment is carried out. (If the Swashbucklers’ GPS has changed since they cast eir vote, the value at the time of voting is used.)

When a Swashbuckler is Keelhauled, eir GPS is halved (rounding up) and a random item of eir Motley (excluding those gained through injury) is lost.

When a Swashbuckler is made to Walk the Plank, they are moved to Davy Jones’ Locker.

Loyalty

The First Mate may not make a Declaration of Victory.

Duty

Each Swashbuckler is assigned a Duty, tracked in the GNDT, which may have any value permitted as a Location, but can also be null. Only the Captain may change Duty values, but no more than often for the same Swashbuckler. Any Swashbuckler whose Location is not the same as eir Duty is Shirking, unless eir Duty is null.

If a majority of Swashbucklers are Shirking, then the Captain may not dock the ship in Port, nor may e post an Adventure, and if the Bloody Inquisitor has an encounter it is automatically unsuccessful.

Victory

If a Swashbuckler is the only Swashbuckler to be neither in Davy Jones’ Locker, nor a Zombie, e may declare victory. If a Swashbuckler other than Elias IX has held the role of 'Captain' for 3 full days, then e may declare victory at any time.

The Captain may pass eir captaincy onto any other Swashbuckler, at any time.

When a player initiates a duel with the Captain, e may declare immediately before rolling the dice that e is doing a "Formal duel." If e does so and looses, e is sent immediately to the Bilge and the rest of this paragraph does not apply to him with regard to that particular duel. If e wins, e cannot enter the Crew's Quarters until 24 hours have passed or e loses a duel. Should 24 hours pass before e loses a duel, e may declare victory.

Mutiny

If it hasn’t yet been done that day, a Swashbuckler may declare in a post that e is initiating a Mutiny. Each Swashbuckler may choose to Support or Oppose this Mutiny by posting a comment that includes either a FOR or AGAINST flag respectively, and a mention of eir GPS at the time of the comment. The Captain automatically opposes the Mutiny, and is considered to have posted a comment to that effect if e hasn’t actually done so. The Swashbuckler who initiated the Mutiny is considered to have posted a comment Supporting the Mutiny, even if e hasn’t actually done so. No Swashbuckler may support both sides of a mutiny. If any Swashbuckler posts more than one comment indicating the support of a side, only the most recent comment applies. Only one Opposing or Supporting comment may be made by each Swashbuckler per Punishment post.

After 24 hours, the Mutiny is resolved as if it were a Duel between a Swashbuckler with the total posted GPS of the Supporting Swashbucklers and another with the total posted GPS of the Opposing Swashbucklers (including the bonus the Captain gets from the Captain’s Orders rule). Since this isn’t a normal Duel, use the following system to determine injuries and other effects of the Dice result.

If either side wins this Duel by 20 or more points, then every Swashbuckler on the other side is given an injury as per the Injury rule. If the either side wins this Duel by 50 or more points, then every Swashbuckler on the other side is moved to Davy Jones’ Locker. In any case, all participating Swashbucklers gain 1 GPS.

If the Supporting side wins, the mutiny is carried out: the Swashbuckler who initiated the Mutiny becomes the Captain and the previous Captain loses that position.

This Dynasty shall remain The First Dynasty of Elias IX, no matter which Swashbuckler is currently Captain.

Josh is Relatively Pineapple

Each swashbuckler is assigned a number of black marks (with an initial value of 0) tracked by the GNDT. This keeps track of the number of times the first mate or captain have caught the swashbuckler shirking. The Captain or first mate may, once per day, check if any swashbucklers are shirking and if so, may add 1 black mark to that swashbuckler’s black mark rating but may only do so if that swashbuckler’s duty has not changed in the previous 24 hours.

If a swashbuckler has five or more black marks the captain may order a lashing. A lashing reduces the GPS of the lashee by 2 and removes one item of motley not gained through injury. Due to the pain involved, the swashbuckler may not initiate any duels for the following 48 hours. The number of black marks of the swashbuckler is reduced by five.

The captain is required to maintain a ship’s log detailing all such punishments in the form of a blog entry.

Ninjas

There are to be no ninjas aboard the Inquisitor at any time.

Zombies

Any Swashbuckler in Davy Jones’ Locker may, once per day, roll a DICE6 in the GNDT. If the result plus the Swashbuckers’ GPS is equal to or greater than 6, then the Swashbucker may become a Zombie by adding ‘Zombie’ to eir Motley. Zombies gain a permanent +2 bonus to eir GPS. Zombies may move between Ashore and Davey Jones’ Locker at any time, may move from Ashore to the Inquisitor next time it is at Port, and may thereafter move as usual. This rule supercedes the clause in Rule 2.3 that states that players in Davy Jones’ Locker may not undertake any game actions.


Weevils

Swashbucklers can raise their weevils as pets. A well-reared weevil can be quite formidable assistance in times of need.

Weevils have their own GPS, tracked next to them in the Motley section of the GNDT in brackets (e.g. Weevil Bob (8)). A new Weevil has a GPS of zero.

If the Weevil has a GPS that is lower than that of the swashbucker who owns it, it may perform the following actions:

  • Duel any other Weevil belonging to a Swashbuckler in the same location (no more than once a day)
  • Be eaten by the Swashbuckler possessing it by posting to the BlogNomic weblog; its GPS is immediately added to that of the Swashbuckler who eats it.

If the Weevil has a GPS that is higher than that of the Swashbuckler who owns it, then it may perform the following actions in addition to those listed above:

  • Perform any duties assigned to its owner
  • Move independantly of its owner, unless the owner is Ashore, in British Gaol or Davy Jones’ Locker
  • Duel any other Swashbuckler
  • Take part in an Adventure

In addition, if the Weevil has the higher GPS, any duel with the Swashbuckler who possesses it must actually be fought against the Weevil. All Duels with Weevils follow the rules set out in rule 2.4, except that Weevils may never be injured or gain motley of any kind; should a Weevil ever lose so badly that they would be expected to be injured, the Weevil is killed instead and is removed from its owner’s GNDT field.

A Swashbuckler may only ever possess one Weevil.

Shanty

Every pirate crew should ‘ave its own signature sea shanty. Performing duties to a good tune helps pass the time.

Often, any Swashbuckler may add one italicized word to the end of this rule, and optionally any punctuation that would be immediately adjacent to this word (such as a comma or new line of text). Each line of text may not contain more than ten syllables. Any addition must be grammatical, and if it does not complete a stanza, must allow for a grammatical conclusion to the stanza. Between every four lines of text (hereinafter referred to as a stanza) there must be a double space (i.e. two new lines). In every stanza, the last words of the second and the fourth line shall rhyme. Periods may only be used at the end of each stanza. The added words should tell a pirating story, but are not required to.

Paragraphing, and similar formatting, may be altered by the Captain at any time. The Captain may also delete italicized words from the end of the rule at any time.

Yo ho, Woo hoo,

Love

Swashbucklers, although somewhat hardened against it, can fall in love. Any Swashbuckler may propose to be partners with another Swashbuckler by requesting in a post on the Blognomic home page. If the requested Swashbuckler answers with a FOR vote in the comments of this post within the next 48 hours, then the two Swashbucklers are said to be partnered with each other.

Partners have several effects to eir GPS and Motley. When first partnered, both Swashbucklers obtain a Ring (wooden). After being partnered for four days, both Swashbucklers have eir Ring (wooden) replaced with a Ring (silver). After being partnered for 10 days, both Swashbucklers have eir Ring (silver) replaced with a Ring (golden). Rings may not be confiscated by Captain, sold, or given to other Swashbucklers. A Swashbuckler may only have one partner at any time.