Every man shall obey civil command; the captain shall have one full share and a half in all prizes. The Master, Carpenter, Boatswain, and Gunner shall have one share and quarter.
If any man shall offer to run away, or keep any secret from the Company, he shall be marroon'd with one bottle of powder, one bottle of Water, one small Arm, and shot.
If any Man shall steal any Thing in the Company, or game, to the value of a piece of Eight, he shall be Marroon'd or shot.
If at any Time we should meet at another Marrooner (that is, Pyrate) that man shall sign his Articles without Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit.
That man that shall strike another, whilst these Articles are in force, shall receive Moses's Law (that is 40 Stripes lacking one) on the bare Back.
That Man that shall snap his Arms, or smoak Tobacco in the Hold, without cap to his Pipe, or carry a candle lighted without lanthorn, shall suffer the same Punishment as in the former Article.
That Man that shall not keep his Arms clean, fit for an Engagement, or neglect his Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and Company shall think fit.
If any man shall lose a joint in time of Engagement, shall have 400 Pieces of Eight: if a limb, 800.
If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer Death.
These are the articles that all must sign before joining the crew of the Queen Anne's Fancy. Justice aboard any ship is swift, but on a pirate ship most of all. The crew elects its captain, and they can remove that captain as well. Anyone who would dare to command such a crew must be as skilled in a battle of wits as in a battle of swords; as aware of when to fight as when to retreat; or that person will not keep command for long.
As one might guess, it is usually death that separates a captain from his ship. This time, though, a captain has been lost in a strange way. While he slept, Captain Edmund Teach was killed, stabbed in the night. One of the crew must have done this, for the ship is at full sail in the middle of the Atlantic, heading for home.
It's hard to decide who might be the guilty person -- or persons. Normally a reasonably well-respected captain, Teach had of late been taking odd and foolish chances. The Queen Anne's last target was a Royal Navy ship, laden with rich treasure from the New World -- and bristling with cannon, and men skilled in using them. Any pirate worth the name would know better than to take on such a ship -- but Teach had a plan, as bold as it was dangerous. Flying the colours of a British ship, pretending to have been damaged in a battle with a pirate ship, Teach talked his way aboard the Royal Navy ship. From within, in the dead of night, it was an easy target, as Teach disabled the cannon, damaged the ship, and transported the loot to the Queen Anne's Fancy.
It was in many ways a coup, the stuff of which legends are made. But now the Fancy is overloaded with gold, without the speed and maneuverability that is usually the greatest asset of a pirate ship, unable to do more than limp along even under perfect conditions. Safe harbour would normally be barely a week away; now it will take at least twice that, if the weather holds, and half the Royal Navy knows that there must be pirates in the area.
In short, though pirates are of necessity a daring lot, this time there were murmurs in the crew that Teach had gone too far, and taken too much risk with all their lives. So his ignominious death in the night, while a shock, was perhaps not wholly a surprise. Clearly, there is at least one mutineer -- more likely several. Mutineers well know the dangers of failure, and rarely act alone.
As the crew meets at first light, and news of Teach's death spreads, two things must be done before all else. First, a new captain must be duly elected; and second, the mutineers must be found. Each day, a lottery will be held, and the pirate who receives the most black marks must die!
Pirate Captain (1)
In the event of a tie during votes, the captain chooses who will walk the plank. Arrr!Mutineers (3)Ability:
Can choose to remove one (1) crew member each night.Goal:
To kill the remaining crew and take over the ship.Surgeon (1)Ability:
Can choose to save one (1) crew member each night. If the chosen crew member was also voted to be killed by the mutineers, that pirate will not die. The Surgeon can protect him or herself once each game.Goal:
To kill all the mutineers and survive.Cook (1)Ability:
Can choose to have one (1) crew member's role revealed privately to him/her each night, from the god of pirates (Valerian).Goal:
To kill all the mutineers and survive.Pirate Crew
Pirates who do not have a specific goal are simply the pirate crew, the backbone of the ship. Their goal is to kill all the mutineers via the lottery and survive.
Note: Please do not vote to lynch yourself.
Just as in the usual game of Mafia, any player can lie, deceive, or mislead as much as they think they can get away with, all in the name of having fun. Please don't quote anything directly from any PMs you might send or receive regarding the game; but any information you might get that way can be repeated in your own words as much as you like.
The traditional day/night cycle will remain. The first night, of course, the captain is killed at the hands of the Mutineers. The next day, the players will vote first on a new Captain; and second on a character to be removed, and will discover if their choice was a wise one. That night, the Mutineers will claim another life, unless the Ship's Surgeon happens to intervene.
Any rules questions can be posted in OOC or sent to me via PM.