Difference between revisions of "Privateer/Charter"

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<center>'''SHIP CHARTER OF THE NRS JOURNEYMAN'''</center>
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{|
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|<center>[[File:shipcharter.png]]</center>
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|style="vertical-align: top;"|I. Every man will have a vote in affairs of moment; equal title to fresh provisions or strong liquours, and may use them at pleasure unless scarcity makes it necessity to vote a rationing. Any instance of indecision will be decided by the Bosun.
  
'''I. AFFAIRS OF THE SHIP'''
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II. No action by the ship's captain can be done to force the betrayal of Obligations held outside the ship. Should an act need be done that would call into question these Obligations, the crewman has the right to recuse themselves from affairs of the ship to preserve the goals of the crew. Such a recusal can not be held against them.
  
Every man will have a vote in affairs of moment; equal title to fresh provisions or strong liquours, and may use them at pleasure unless scarcity makes it necessity to vote a rationing. Any instance of indecision will be decided by the Bosun.
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III. Every member of the crew is to keep his piece, guns or sword, clean and fit for service.
  
'''II. NOBLE OBLIGATIONS'''
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IV. Each member of the crew is entitled to 1 Share of a prize.
  
No action by the ship's captain can be done to force the betrayal of Obligations held outside the ship. Should an act need be done that would call into question these Obligations, the crewman has the right to recuse themselves from affairs of the ship to preserve the goals of the crew. Such a recusal can not be held against them.
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V. The lights and candles will be put out at ten o'clock at night. If any of the crew after that hour still remain, they are to do it on the main deck.
  
'''III. READINESS'''
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VI. No striking one another on board, but every man's quarrels will be ended on shore, by sword or pistol.
  
Every member of the crew is to keep his piece, guns or sword, clean and fit for service.
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VII. To desert the ship or their quarters in battle is punished by marooning.
  
'''IV. SHARES'''
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VIII. The theft of a crewman's valuables, be they clothing, weapons and arms, will be punished by a day's starvation.  
  
Each member of the crew is entitled to one share of a prize.
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The theft of a prize share from another crew member will be punished by branding.
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|-
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|}
  
'''V. TIME OF ACTION'''
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==OOC: The Charter and You==
  
The lights and candles will be put out at ten o'clock at night. If any of the crew after that hour still remain, they are to do it on the main deck.
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The ship's charter is what you sign when becoming a member of the crew. This is a '''Contract''', that binds you as a crew member for the duration of the plot series and covers basically rules of conduct, rights as a crew member and unnegotiable aspects of life aboard the ship. The contract ends upon completion of the PRP as your character's term of service has ended.
  
'''VI. QUARRELS AND STRIFE'''
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A few things to keep in mind about the Charter.  
  
No striking one another on board, but every man's quarrels will be ended on shore, by sword or pistol.
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1. Breaking it doesn't make you an Oathbreaker AND get penalized.
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While in many cases breaking things like Dreaming-bound contracts normally carry social punishments (see Oathbreaker), I the storyteller disagree. Rules are there to enforce drama (with a lower-case d, the good kind), and therefore breaking them should be enjoyable for both the despicable curr who breaks them and the victims who suffers it. Therefore you will not suffer stacked negative effects. You get one OR the other. Never both.
  
'''VII. DESERTION'''
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2. Apart from listed punishments, punishments are covered by crew decision.
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See Article 1. The Charter, in effect, binds the PCs together as a temporarily Motley in a sense. Apart from very specific instances (desertion, stealing plunder from other crew members, etc), punishments are not listed. These cases will be covered with the full crew if/when they issues arise. Your cheating scallowag is an affair of the ship after all, and the crew get a voice.
  
To desert the ship or their quarters in battle is punished by marooning.
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3. Article 5
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10:00 PM CST is the absolute zero-tolerated cut off time. However if you would like to continue RPing together, feel free to have full use of the RP Room as you see fit. Your just on the main deck. :D
  
'''VIII. THEFT'''
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==OOC: Contract and Bennies==
  
The theft of a crewman's valuables, be they clothing, weapons and arms, will be punished by a day's starvation.  
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The following effects are part of the Contract, usable every job:
 
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*Bond of Glamour 2
The theft of a prize share from another crew member will be punished by branding.
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**The crew has 2 Glamour reserved that anyone may use. Recharges after 1 day.
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*Favour of the Mists 3
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**The crew has a pool of 3 dice they may draw from when making rolls. This is renewed every scene.
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<hr>
  
 
[[Plot:Privateer|Back to Privateer Plot page]]
 
[[Plot:Privateer|Back to Privateer Plot page]]

Latest revision as of 16:02, 21 May 2021

Shipcharter.png
I. Every man will have a vote in affairs of moment; equal title to fresh provisions or strong liquours, and may use them at pleasure unless scarcity makes it necessity to vote a rationing. Any instance of indecision will be decided by the Bosun.

II. No action by the ship's captain can be done to force the betrayal of Obligations held outside the ship. Should an act need be done that would call into question these Obligations, the crewman has the right to recuse themselves from affairs of the ship to preserve the goals of the crew. Such a recusal can not be held against them.

III. Every member of the crew is to keep his piece, guns or sword, clean and fit for service.

IV. Each member of the crew is entitled to 1 Share of a prize.

V. The lights and candles will be put out at ten o'clock at night. If any of the crew after that hour still remain, they are to do it on the main deck.

VI. No striking one another on board, but every man's quarrels will be ended on shore, by sword or pistol.

VII. To desert the ship or their quarters in battle is punished by marooning.

VIII. The theft of a crewman's valuables, be they clothing, weapons and arms, will be punished by a day's starvation.

The theft of a prize share from another crew member will be punished by branding.

OOC: The Charter and You

The ship's charter is what you sign when becoming a member of the crew. This is a Contract, that binds you as a crew member for the duration of the plot series and covers basically rules of conduct, rights as a crew member and unnegotiable aspects of life aboard the ship. The contract ends upon completion of the PRP as your character's term of service has ended.

A few things to keep in mind about the Charter.

1. Breaking it doesn't make you an Oathbreaker AND get penalized.

While in many cases breaking things like Dreaming-bound contracts normally carry social punishments (see Oathbreaker), I the storyteller disagree. Rules are there to enforce drama (with a lower-case d, the good kind), and therefore breaking them should be enjoyable for both the despicable curr who breaks them and the victims who suffers it. Therefore you will not suffer stacked negative effects. You get one OR the other. Never both.

2. Apart from listed punishments, punishments are covered by crew decision.

See Article 1. The Charter, in effect, binds the PCs together as a temporarily Motley in a sense. Apart from very specific instances (desertion, stealing plunder from other crew members, etc), punishments are not listed. These cases will be covered with the full crew if/when they issues arise. Your cheating scallowag is an affair of the ship after all, and the crew get a voice.

3. Article 5

10:00 PM CST is the absolute zero-tolerated cut off time. However if you would like to continue RPing together, feel free to have full use of the RP Room as you see fit. Your just on the main deck. :D

OOC: Contract and Bennies

The following effects are part of the Contract, usable every job:

  • Bond of Glamour 2
    • The crew has 2 Glamour reserved that anyone may use. Recharges after 1 day.
  • Favour of the Mists 3
    • The crew has a pool of 3 dice they may draw from when making rolls. This is renewed every scene.

Back to Privateer Plot page