Story Post: Haul: The Tailor (2 comments) Clucky, Jonathan and Juniper scouted out the shop out for anything of value, Nad

Clucky, Jonathan and Juniper scouted out the shop out for anything of value, NadNavillus eavesdropped to learn which were the more valuable and stylish fabrics, and 4st leapt over the counter to grab a gemstone from a piece that the tailor was working on, injuring their hand on the pins and needles that were holding it place, but escaping with it regardless.

The Haul is 14 Florins, a Cloak and an Unappraised Gem.

Proposal: Render Unto Caesar

In the subrule “Notoriety”, replace the second step of the Notoriety Check with the following steps:

* Roll a DICE(51-N) where N is their Notoriety. If result is not 1 then the check succeeds and all remaining steps are skipped. Otherwise, the check fails.
* Subtract 10 from their Notoriety
* If they have any Pouches in their inventory, remove one randomly-selected Pouch from their inventory
* Remove 50% of their Florins, rounded up

As was mentioned in a blog post comment, distributing half the Florins to the other Thieves in a failed Notoriety Check is strange and probably not on-theme. This change is essentially paying the fine for being caught to the City rather than the Thief’s fellow Thieves.

Also cleaning up the Notoriety Check to make individual steps out of the one really-long second step.

Proposal: Countryside Villa

If https://blognomic.com/archive/financial_planner is enacted, this proposal does nothing.

Add a new dynastic rule called “The Countryside” and give it the following text:

The Countryside is a publicly tracked list of Thieves. Thieves in the Countryside may not take dynastic actions and are not considered to be Free. Thieves in the Countryside always have a Plan of Rest, a Hustle of Retired, may not be added to Gaol and are not considered to be Thieves for the purposes of the Informant Hustle or when Florins are distributed via a Notoriety Check

When a Thief Flees Town, the following atomic action occurs

- Destroy all of their existing Pouches by removing them from their inventory, and gaining Florins equal to their value
- Perform a Notoriety Check
- Add them to the Countryside

If all Thieves are in the Countryside or Gaol, the Thief (or Thieves) who is in in the Countryside and has the most Florins (amongst those in the Countryside) achieves victory

Add a new plan called “Flee”

You Flee Town

Add a new Hustle called “Retired” with Description

This hustle has no effect


Add a new dynastic rule called “Police Presence”

There is a publicly tracked value called Police Presence, which is by default 0 and represents the City’s ability to crackdown on crime.

When the City performs a Crackdown, a DICEX is rolled where X is the Police Presence. If the result is greater than 10, all Thieves not in the countryside are sent to Gaol.

Add the following steps to the “Distributing”  atomic action, right before “Change the status of the Haul post to enacted”

- Increase Police Presence by DICE3
- Perform a Crackdown

Alternative endgame proposal that gives us some press your luck elements. Any round you can choose to tap out or you keep going and hope the squad can get another heist in before the law catches up to them.

Proposal: Must Have Been Rats

Swap the third and fourth bullet points in the rule “The Haul”.

The bullet point added by What Was That Noise should have been before the Plan processing step, not after it.

Proposal: Financial Planner

Add a new rule named “Retirement” with the following text:

Each Thief has a Retirement, which is privately tracked by the City and defaults to empty. A Thief with an empty Retirement cannot achieve victory.

As a Street Action, a Thief can privately communicate a new Retirement to the City. A Thief’s Retirement, when not empty, must contain all of the following at the time that it is communicated to the City:
* The text “Combined Florins and Pouch Values greater than:” followed by an amount equal to this Thief’s current Florins and Pouch Values combined plus 50
* The text “Have in Inventory:” followed by one or more unique types of Possessions (not counting Pouches) with static Values, in which those Possession types have a combined Value of at least 10 and this Thief has none of those types currently in their inventory
* The text “Notoriety less than:” followed by an amount equal to this Thief’s current Notoriety minus 10

At any time, a Thief can privately communicate to the City a request to get the contents of their Retirement, and the City should privately respond at their earliest convenience with the contents of that Thief’s Retirement.

A Thief may Retire by making a blog post with the Story Post category and the text “Retiring” somewhere in the post title, and in the body of the post the contents of their current Retirement as tracked by the City. A Thief who has Retired has achieved victory if the contents of their posted Retirement, when treated as criteria, are all true for that Thief at the date and time that the post was made.


In the subrule “Containers”, add the following text:

At any time, a Thief may privately communicate to the City a request to get the Values of all of their Pouches, and the City should privately respond at their earliest convenience with each Pouch by name in that Thief’s inventory and that Pouch’s associated Value.

To win, you don’t have to have the most amount of Florins, but you need to try to reach more Florins/Pouch Values than you have right now, plus specific Possessions and less Notoriety.

It’s a nice balancing act, because while you could just get Possessions from the Black Market, you’ll lose Florins and gain Notoriety, which pushes you further away from your Retirement goals. You have to continue to cooperate with your fellow Thieves to get what you want.

This also makes it less of a good strategy to put a Thief in Gaol just to block their victory, because they’ll get either get closer to their Notoriety goal during that time or get more breathing room to gain Notoriety in pursuit of their other goals when they get out.

Story Post: Haul: The Coffeehouse

NadNavillus, JonathanDark and Clucky are agreed.

Adminned at 16 May 2024 15:31:45 UTC

A busy half-hour is spent rifling through the pockets and bags of other patrons. Clucky, Jonathan and Juniper keep a Scout’s eye on which of the customers seem to have more to spend, NadNavillus does some Standard distraction work, and 4st makes a Leap for the coatrack on the way out.

The Haul is 23 Florins and a Cloak.

Wednesday, May 15, 2024

Proposal: Workplace Injury? Call 1-800-ITHURTS!

Add “Roll a DICE3. On a 1, gain a random injury” to the effect of Scout

Give the Body injury the following Effect “If you have three or more Body Injuries, you may not take dynastic actions and your Plan is always set to Rest during a Health Check.”

In the effect of Hand injury, replace “Standard, Pocket or Scout” with “Standard, Pocket, Unlock or Scout”

Gaining notoriety doesn’t really make narrative sense, and definitely seems to be the far superior option to picking up injuries. So thinking we just turn notoriety into a thing you get for selling stuff or getting caught while injuries you can pick up from doing riskier moves

Also sneaking in a change making it so you can’t pick locks with a broken hand just because that narratively fits

Proposal: What Was That Noise?

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 16 May 2024 15:24:51 UTC

Add a step to “The Haul” after the third:-

* Roll DICE3 in a secretly random manner. On a 1, select a secretly random Thief and change their Plan to “Lay Low”.

Adding an element of uncertainty to even the best-planned burglaries, which also serves as a shadow in which a sly thief can hide with some deniability. (Prompted by 4st’s comment on Discord of this seeming like “the most coop dynasty ever instead of the banditry it presumes”.) Did your tooled-up scout really miss the action after encountering an unexpected guard patrol on the rooftops, or did they deliberately hang back to watch the job fail?

Story Post: Haul: The Chophouse

Clucky, Jonathan, Juniper and NadNavillus are agreed.

Adminned at 16 May 2024 08:35:11 UTC

Pushing cheap cuts of meat around their plates, JonathanDark, Juniper and NadNavillus patiently watch the counter staff and Scout their sightlines, waiting for the moment to move. When it comes, Clucky takes a straightforward Standard approach at the till. Once the takings have been grabbed, 4st makes a Leap across the top table to grab some silverware, and the gang make quick their escape.

The Haul is 22 Florins and a Candlestick.

Proposal: Taking Out The Trash

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 16 May 2024 15:23:15 UTC

In “Distribution” replace “then that Target becomes the Current Target. Otherwise the Current Target becomes Restaurant.” with “then Next Target is set to the name of that Target. Otherwise the Next Target becomes Shop.”

The Takeout proposal accidentally left an instance of “Restaurant” in place in the Distribution rule, which Target Practice then failed to amend because it expected it to say “Shop”.

Tuesday, May 14, 2024

Proposal: Richer and Grander

Illegal. Juniper already had 2 Proposals still in the queue as of the time and date of this Proposal: “Rich and Reckless” and “Being Caught”.

@Juniper, you need to wait until “Rich and Reckless” either gets enough votes to fail it or enact it, or until it times out. You can also vote against your own proposal “Rich and Reckless” to withdraw it, and in this case that would make it fail immediately due to having a Quorum of votes AGAINST.

(closed by JonathanDark)

Adminned at 15 May 2024 07:26:10 UTC

Add a new step to the end of the list in “Distribution”:-

* A Thief’s Wealth is equal to their Florins value, plus the Florins in all of their own Pouches.
            * A Team’s Wealth is equal to the sum of all Members’ Wealth.

In “The Haul”, replace “If there is no pending Haul post” with:-

If there is no pending Haul post and the City has not made a Triumphal post so far this dynasty.

Add a rule named ‘Grand Heist’ with the following text:

==Grand Heist==
Each Thief can have a number of Grand Heists, which is publicly tracked and defaults to zero.

Grand Heists have a Description, which has no effect, but helps to create a good narrative.

Every Grand Heist must be completed by a Team. A Team must have at least 1 Thief in it. All Thieves in a Team are known as Members.
To create a Team, a Member must make a blog post with the names of every Member. This Team is created if every player mentioned responds to this blog post with for.

At any time, if a Team has met the Standard for an Grand Heist then they may Attempt it by making a blog post announcing as such. Such a Team is known as an Attemptor. A Thief not in the Team, or the City, must then respond with for if they can confirm the Attemptor has met the Standard. The Attemptor then makes a Notoriety Check, one for each Member. If they succeed, all Members may increase their Heists by 1. If they fail, all Members are placed in the Gaol. Each Thief may only claim each individual Heist once in the dynasty.

Any Thief who has claimed four Heists has achieved Victory.

The possible Heists, their Descriptions, and their Standards are as follows:

{| class="wikitable sortable"
|-
! Heist !! Description !! Standard
|-
| Mansion Jewels || Only the richest get into this mansion. You'll need to flash your cash - and there's the small matter of the 50 florin entrance fee… || This Team must have more than 200 Wealth. Pay 50 Florins to Attempt this Heist.
|-
| The Monk's Diamond || It takes speed to outrun the swift monks at the temple. Plus, the police station is right next door. Better have a good escape route. || No Members may have any Injuries. Perform one additional Notoriety Check for every ten Wealth this Team have. This Team must announce their intentions to perform this Grand Heist five days in advance.
|-
| Amethyst of Strength || The legendary Amethyst of Strength is held at a nearby museum. It doesn't actually grant strength, but it's surrounded by some pretty strong guards. || One Member must have the highest Arms value. No Members may have any Pouches.
|-
| First Prize || At the underground Bragging Competition, the judges are happy to turn a blind eye to any wrongdoings, as long as you're the best in something. || One Member must have the highest Notoriety. Perform an additional Notoriety Check for every Member.
|-
| Crystal Chandelier || At a fancy restaurant, the biggest gangs often have shootouts. If a notorious thief shows up, maybe they'll clear out - leaving the beautiful chandelier for you. || The current Target must be Restaurant. At least one Member must have a Notoriety of at least 48.
|}

Tried fixing my proposal..? if something’s wrong then i’m not going to edit it any more.

Proposal: 2 Armed 2 Dangerous

Fewer than a quorum not voting AGAINST. Failed 1 vote to 3 by Kevan.

Adminned at 16 May 2024 15:22:11 UTC

Add a Possession called “Knife” with value of 5 and with an effect of “This is a Weapon. Add 1 to the Party’s might when totaling it during the Haul”

Add a Possession called “Pistol” with value of 5 and with an effect of “This is a Weapon. If it is Loaded, add 3 to the Party’s might when totaling it during the Haul”

Add a Possession called “Shotgun” with value of 10 an effect of “This is a Weapon. If it is Loaded, DICE10 to the Party’s might when totaling it during the Haul”

Add a Possession called “Ammo” with value of 1

Add a subrule to Possessions called “Weapons”

Some Possessions are Weapons, as identified in their effects. Each Thief may have one Weapon in their inventory marked as Equipped, which is publicly tracked. Thieves that possess a Hand injury in which may not have a Weapon marked as Equipped. (If a Thief picks up a Hand Injury while having a Weapon marked as Equipped, that Weapon ceases to be Equipped).

A Thief may Equip, Unequip, or change which weapon of theirs is Equipped as a Street Action

Weapons may Loaded or Unloaded and is by default Unloaded (whether it is Loaded or Unloaded is publically tracked). A Thief may, any time as an atomic action, remove Ammo from their Inventory in order to set one Weapon in their Inventory to Loaded.

In the Burglary after the step “If the Party Might is less than the Defense of the Current Target, apply the Trap of the Current Target” add the step “Set all Equipped Weapons to be Unloaded” 

Add a target called “Gun Shop” with a Defense of 7, loot of “Add two randomly selected weapons and 3 Ammo to the Haul”, and Trap of “Each Thief whose plan was not Rest or Lay Low gains a random Injury, then rolls a DICE3 and if the result is 1 sustains a second random injury”

Proposal: Caught Holding The Bag

Timed out 2 votes to 0 with 1 unresolved Imperial DEF and 1 unresolved regular DEF. Enacted by Kevan.

Adminned at 16 May 2024 15:21:39 UTC

In the subrule “Notoriety”, after the text “If result is 1 then check fails”, add the following text:

, one randomly-selected Pouch (if they have any Pouches) is removed from their inventory,

If the proposal “Being Caught” was not enacted, then in the subrule “Notoriety”, after the text “If result is 1 then check fails”, add the following text:

, they lose 10 Notoriety,

As Clucky pointed out in another comment, it’s easy to make Notoriety not a big deal if most of your Florins are in Pouches. This removes the safety net and makes Notoriety a much more meaningful mechanic.

Proposal: Rehabilitation

Reached quorum 6 votes to 0 with one unresolved DEF. Enacted by Kevan.

Adminned at 16 May 2024 09:30:43 UTC

In the rule “Gaol”, add the following text:

At any time, a Free Thief may pay a fine of 15 Florins and then add themselves to the Gaol. This action is known as Surrendering.

In the subrule “Distribution”, after the text “For each Thief in Gaol, subtract 1 from their Time Served” add this text:

and subtract 5 from their Notoriety

Here’s a way to remove Notoriety faster, by serving time in Gaol. You can significantly reduce your chances of getting Caught in the future by paying the price of not being able to do anything for a few Hauls. It’s also a little bit of compensation if the other Thieves put you in Gaol against your will.

Proposal: Being Caught

Withdrawn. Failed by Kevan.

Adminned at 16 May 2024 07:57:46 UTC

Add more text to the end of the ‘Notoriety’ rule as follows:

Once a Thief is Caught, they lose half of their Notoriety rounded up.

now i’m at 42, i’m going to fail nearly everything.

Story Post: Haul: The Gemwright

JonathanDark, NadNavillus, Clucky, Juniper and 4st are agreed.

Adminned at 15 May 2024 08:23:41 UTC

Clucky, Juniper and NadNavillus spend a few hours Scouting out the old building in the jewelry quarter, before returning later to break into a back office where 4st can Unlock the safe. The team make a quick exit, barrelling out through an alley door that JonathanDark was trying and failing to Unlock from the other side.

The Haul is a neat 17 Florins and three Unappraised Gems.

Tuesday, May 14, 2024

Xebec flees the country

Xebec is idled after 7 days of inactivity. Quorum remains unchanged at 4, but a quorum of Free Thieves drops to 3.

Proposal: Target Practice

Reached quorum 6 votes to 0. Enacted by Kevan, including editing the text of this proposal. Final clause skipped as the word “Restaurant” was inadvertently left in place by the proposal Takeout.

Adminned at 15 May 2024 07:39:09 UTC

If https://blognomic.com/archive/takeout was enacted, replace “Restaurant” with “Shop” throughout the rest of this proposal


In “The Target” replace ““The name of the Current Target is publicly tracked, as is by default the Shop.” with “The name of the Current Target and Next Target is publicly tracked, as are both by default the Shop.”

In “Distribution” after the step “Perform the Action of the Hustle of each Thief, if there are any to perform, doing so by secretly randomly choosing the order of Thieves in which to process each Thief’s Hustle. Any gains or losses are in addition to the previous steps of this instance of this atomic action.” add “Set the Current Target to be the Next Target”

In “Distribution” replace “then that Target becomes the Current Target. Otherwise the Current Target becomes Shop.” with “then Next Target is set to the name of that Target. Otherwise the Next Target becomes Shop.”

Right now, its asking a bit much for people to commit arms when we don’t even know what we’re hitting or if we’re even hitting anything

This makes it so that the “Next Target” gets set by vote in Haul 1. Then for Haul 2, people can commit their arms. Finally for Haul 3 we’ll actually hit the Next Target (as it became the new Current Target at the end of Haul 2).

Proposal: In the Shadows

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 15 May 2024 07:32:03 UTC

Add a subrule to “The Thieves” called “Covert Income”:-

Whenever Florins are gained Covertly by a Thief who has any Pouches, then instead of being added to the Thief’s Florins they are added to a secretly random Pouch held by that Thief, and the City privately informs that Thief of which Pouch they were added to, and its new contents.

In the “Linger” Plan, replace “You gain 2DICE2 Florins” with “You gain 2DICE2 Florins Covertly (the dice being rolled in a secretly random manner)”.

In the “Informant” Hustle, replace “transfer” with “Covertly Transfer”.

Add a new Hustle:-

| Racketeer || Action: If this Thief has 1 or more Arms, they Covertly gain 3 Florins.

Clouding the waters a little.

Story Post: Haul: The Inn

NadNavillus, Juniper, Clucky, JonathanDark and 4st are agreed.

Adminned at 14 May 2024 08:49:03 UTC

A long evening of cheap food and drink at an inn across town is interspersed with well-timed trips to the rooms on the upper floor, without attracting the attention of other patrons or the landlord. Clucky, Juniper and NadNavillus Scout the rooms out, JonathanDark Unlocks a promising wardrobe, 4st attempts and fails to Unlock a storeroom door using brute force, and Xebec keeps a Standard watch down in the bar.

The previous Haul, having been punted, is brought along, but by the end of the night only 3 Florins and a Loupe can be found of it.

The Haul is now 24 Florins, a Loupe, an Unappraised Gem and a Lockpick.

Proposal: Takeout

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 15 May 2024 07:28:57 UTC

In “The Target”, replace “Restaurant” with “Shop” and “Club” with “Underworld”.

To “The Target”, add a paragraph:-

“Restaurant” is considered to be a synonym for “Shop”, and “Club” a synonym for “Underworld”, when specifying Targets. The City may repeal this paragraph if no comments on a pending Haul post include the terms “Restaurant” or “Club”.

In the rule “Hustles”, and in the tracked gamestate it refers to, rename “Target” to “Victim”.

Giving the most likely burglary target a more generic name, since it’ll probably come up repeatedly; players also shouldn’t feel that proposed game items have to be things you might find in a restaurant, or among its patrons. The second one could take some genericising as well.

Also patching the double-use of “Target” in both Hustles and Targets.

Proposal: Rich and Reckless

Withdrawn. Failed by JonathanDark.

Adminned at 15 May 2024 05:25:06 UTC

Add a new step to the end of the list in “Distribution”:-

* A Thief’s Wealth is equal to their Florins value, plus the Florins in all of their own Pouches.

In “The Haul”, replace “If there is no pending Haul post” with:-

If there is no pending Haul post and the City has not made a Triumphal post so far this dynasty.

Add a rule named ‘Grand Heist’ with the following text:

==Grand Heist==
Each Thief can have a number of Grand Heists, which is publicly tracked and defaults to zero.

Grand Heists have a Description, which has no effect, but helps to create a good narrative.

At any time, if a Thief has met the Standard for an Grand Heist then they may Attempt it by making a blog post announcing as such. Such a Thief is known as an Attemptor. If another Thief or the City can verify that the Attemptor has met the Standard for the Grand Heist, the Attemptor makes a Notoriety Check. If they succeed, they may increase their Heists by 1. If they fail, they are placed in the Gaol. Each Thief may only claim each individual Heist once in the dynasty.

Any Thief who has claimed every attainable Heist has achieved Victory.

The possible Heists, their Descriptions, and their Standards are as follows:

{| class="wikitable sortable"
|-
! Heist !! Description !! Standard
|-
| Mansion Jewels || Only the richest get into this mansion. You'll need to flash your cash - and there's the small matter of the 50 florin entrance fee… || Have more than 200 Florins. Pay 50 Florins to Attempt this Heist.
|-
| The Monk's Diamond || It takes speed to outrun the swift monks at the temple. Plus, the police station is right next door. Better run. || Have no Injuries. Perform one additional Notoriety Check for every ten Wealth you have.
|-
| Amethyst of Strength || The legendary Amethyst of Strength is held at a nearby museum. It doesn't actually grant strength, but it's surrounded by some pretty strong guards. || Have the highest Arms value and no Pouches.
|-
| First Prize || At the underground Bragging Competition, the judges are happy to turn a blind eye to any wrongdoings, as long as you're the best in something. || Have the highest Notoriety. Perform an additional Notoriety Check.
|-
| Crystal Chandelier || At a fancy restaurant, the biggest gangs often have shootouts. If a notorious thief shows up, maybe they'll clear out - leaving the beautiful chandelier for you. || The current Target must be Restaurant. Have a Notoriety of 50.
|}

Kevan tried it earlier. I’ve just adapted the Awards from last dynasty to fit this.

Sunday, May 12, 2024

Proposal: Floreat Scelus

Fewer than a quorum not voting against. Failed 0-4 by Kevan.

Adminned at 13 May 2024 13:44:46 UTC

Add a new step to the end of the list in “Distribution”:-

* A Thief’s Wealth is measured as their Florins value, plus the Florins in all of their own Pouches. If a single Thief has a higher Wealth than every other Thief, and if that Thief has 100 or more Wealth, then make a blog post (known as a Triumphal post) announcing this fact, including the Thief’s identify. Upon making such a post, the Thief identified in it achieves victory.

In “The Haul”, replace “If there is no pending Haul post” with:-

If there is no pending Haul post and the City has not made a Triumphal post so far this dynasty

Floating an obvious victory condition, now that we’ve reached the likely midpoint of the dynasty. (For new players; dynasties tend to last around a month.)

Saturday, May 11, 2024

Proposal: I Smell A Rat

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 13 May 2024 07:08:24 UTC

In the rule “Hustles”, after the text “which is performed by the City during the Distributing atomic action”, add this text:

, and may also have a Target, which if present in the Description is the name of a Thief and must be mentioned when privately communicating that Hustle to the City.

and in the same rule, add this Hustle to the table:

|-
| Blackmailer || This has a Target. Action: Perform a Notoriety check for that Target.

Makes having too much Notoriety a little more dangerous.

Proposal: Synchronise Watches

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 13 May 2024 07:05:58 UTC

To “The Thieves”, add:-

If something is defined as a Street Action, a Thief can perform that action if they have not already done so since the most recent Haul post was posted.

Replace “daily action” with “Street Action” throughout the dynastic ruleset.

Nudging the few existing daily actions to “once per Haul” so that it doesn’t matter how my timing for the Hauls happens to line up with midnight UTC - and if the Haul cycle does start to speed up, processing two Hauls in a day won’t get in the way of anything.

Story Post: Haul: The Entomologist

Punted with no agreement after 48 hours.

Adminned at 13 May 2024 08:24:16 UTC

Scattered among the paperwork and display cases in the dark and creaking office, the group find a few coins and tools. Jonathan and Juniper scouted the place out earlier in the day, telling 4st and NadNavillus which desk drawers needed to be Unlocked. Other thieves took a Standard approach.

The Haul is 24 Florins, a Loupe and a Lockpick.

Saturday, May 11, 2024

Proposal: Armed and Dangerous

Timed out / quorumed 4 votes to 0. Enacted by Kevan.

Adminned at 13 May 2024 07:03:45 UTC

Add a new dynastic rule called “Arms”

Each Thief has a publicly tracked amount of Arms, which defaults to 0.

At any time, a Thief may Purchase Arms by performing the following atomic action:

* Gain Notoriety equal to their Arms plus 1
* Perform a Notoriety Check
* Spend Florins equal to their Arms plus 1 and increase their Arms by 1 (if they are unable to perform this step, it is skipped without increasing their arms

Each Thief may privately communicate with the City the amount of Arms they wish to spend on a Haul and may change this at any time. This is known as their Offer.

Add a new dynastic called “The Target”

Targets have a Name, and Integer Defense, a Loot, and a Trap. Possible Targets are below.

The name of the Current Target is publicly tracked, as is by default the Restaurant.

{| class="wikitable sortable"
! Name || Defense || Loot || Trap
|-
| Restaurant || 0 || None || None
|-
| Club || 5 || Add 2DICE5 Florins to the Haul || Each Thief whose plan was not Rest or Lay Low gains a random Injury
|-
| Bank || 10 || Add 5DICE5 Florins to the Haul || Each Thief whose plan was not Rest or Lay Low gains a random Injuries and gains 5 Notoriety
|-
| Jewelry Store || 5 || Add two unapprised gems to the haul || Each Thief whose plan was not Rest or Lay Low gains 3 Notoriety
|}

In “The Haul” before “Apply the Effect of each Thief’s plan (with the ‘you’ referring to the Thief whose plan it is)” add “Set the Party Might to 0” and then after “Apply the Effect of each Thief’s plan (with the ‘you’ referring to the Thief whose plan it is)” add the following steps

- For each Thief whose Plan is not Rest or Lay Low, reduce that Thief’s Arms by the amount most recently communicated Offer to a minimum of 0. Then increase the Party Might by the amount their Arms were reduced by.
- If the Party Might is greater than or equal to Defense of the Current Target, apply the Loot of the Current Target
- If the Party Might is less than the Defense of the Current Target, apply the Trap of the Current Target

In Distribution, add the following step right before “Change the status of the Haul post to enacted.”

If there is a single Target for which a quorum of Free Thieves included the string “Raid X” in a comment on the Haul Post, where X is the name of a Target, then that Target becomes the Current Target. Otherwise the Current Target becomes Restaurant.

Story Post: Haul: The Jeweller

NadNavillus, JonathanDark, 4st and Clucky are agreed.

Adminned at 11 May 2024 07:52:55 UTC

Time runs short on a window of opportunity that Juniper had Scouted out at the nearby jeweller’s, so the previous Haul is brought along in a sack (losing 3 Florins and the Cloak on the way). JonathanDark and NadNavillus make short work of Unlocking the display cabinets, the rest of the team pursue Standard approaches, and the job is done and dusted before the first whistle sounds.

Combined with the remnants of the previous Haul, the group now have 32 Florins, a Helm, two Unappraised Gems, a Loupe and a Lockpick to divide up.

Proposal: Reduced Sentence

Timed out / quorumed 4 votes to 0. Enacted by Kevan.

Adminned at 13 May 2024 07:00:17 UTC

In the rule “Gaol”, after the text “The Gaol is a publicly-tracked list of Thieves” add the text “and a number named Time Served for each Thief in the Gaol, where Time Served defaults to 3 and is set to this default each time a Thief is newly added to the Gaol”.

In the subrule “Distribution”, after the bullet point that begins with “For each Thief in Gaol”, add this bullet point:

* For each Thief in Gaol, subtract 1 from their Time Served. If a Thief’s Time Served becomes 0, remove that Thief from the Gaol.

Thieves shouldn’t stay in Gaol forever automatically. I know a quorum of Free Thieves can free a Thief, but it’s too easy to just forget about it and leave them in Gaol forever, and right now that’s too powerful and punishing.

If people want to keep a Thief in Gaol, they should have to actively “renew” their sentence.

Idling request

I’d like to be idled before I manage to idle out. I haven’t been participating too much and that’s probably not going to change anytime soon

Proposal: Let’s bust out of this place!

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 11 May 2024 09:39:28 UTC

Replace the following under “Gaol”:

A Thief who is in Gaol may not take dynastic actions, and is always considered to have a Plan of “Rest” and an Hustle of “Labourer”.

with

A Thief who is in Gaol may not take dynastic actions, except for the following specific actions:
* If a Thief in Gaol has a Lockpick in their inventory, they may remove it from their inventory and then remove themselves from Gaol.

A Thief in Gaol is always considered to have a Plan of “Rest” and an Hustle of “Labourer”.

 

You can’t keep me in this place!