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		<title>Suggestions:Skills</title>
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		<updated>2006-09-21T02:39:38Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* Build Training */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Skill}}&lt;br /&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
:i think jungle skills could be great as class specific skills, so that only some of the classes can use them like perhaps explorers. Or maybe they could made to favor native classes (due their affinity for the land and what not) more so than the outsiders, thus making gameplay more interesting.--[[User:A for anarchy|A for anarchy]] 04:19, 22 July 2006 (UTC)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
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=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms.  Initially, at least, it would be probably be best if the stockades acted like UD barricades.  Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)&lt;br /&gt;
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=== Build - BOATS ===&lt;br /&gt;
'''''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''''' so basically this patch of beach screams out &amp;quot;search for driftwood and build a boat&amp;quot;, so that is what i hhave been doing but i do not have the tools to build a boat or the skill to do so. so yeah. &lt;br /&gt;
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we need new skills. and pirates need boats for safe travel. i'm not saying a boat as big as the wreck. maybe a canoe, rowboat, or something that would take up a lot of inventory slots.--[[User:Badhammer|Badhammer]] 02:39, 21 September 2006 (UTC)&lt;br /&gt;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
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This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
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Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
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simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
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SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;comments Below&amp;quot;&lt;br /&gt;
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Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
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[x] 3. Pirate lingo&lt;br /&gt;
&lt;br /&gt;
[x] 4. Murder&lt;br /&gt;
&lt;br /&gt;
[ ] 5. Plunder&lt;br /&gt;
&lt;br /&gt;
Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
&lt;br /&gt;
Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
&lt;br /&gt;
So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim?  That way we have the benefits of the skill, without the annoyance of losing your gold.  And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much.  --Gitboy 17:26, 3 July 2006&lt;br /&gt;
*I like the idea of plunder, and given that pirates don’t have class specific skill it would only be fitting to have it as our first. Rather then trying to create overly complicated system for plunder we should just follow in the tradition of final fantasy more specifically making plunder into a 3 level skill much in the vain of steal (a small chance of taking a random item from opponent’s inventory (maybe 5%)) rob (a greater of chance than the above (10%)) and finally mug (the same chance rating as “rob” with the addition of damage if successful(something like 2 or 3).--[[User:A for anarchy|A for anarchy]] 04:13, 22 July 2006 (UTC)&lt;br /&gt;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
&lt;br /&gt;
This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
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After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
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The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
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:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===Emergency medicine===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist|&lt;br /&gt;
suggest_description=At the moment, scientists have no significant advantages.  They start with 10 gold coins which, while it's nothing to sneeze at, doesn't really fit with their name.  Perhaps they could learn a skill that allowed them to heal without the use of a first aid kit.  First aid would be a prerequisite.  However, the skill would not allow them to heal as many HP as using an FAK would.  For example, they might only heal 2-5 HP.  This would allow scientists to wander in the jungle for long periods of time without resupplying, giving them a real advantage over other classes. However, using an FAK would still heal more and allow more XP per AP, so FAK's would not become obsolete. Would this be difficult to code?|&lt;br /&gt;
suggest_time=08:47, 11 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Give explorers/scouts their own tracking skill===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Explorers and scouts|&lt;br /&gt;
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |&lt;br /&gt;
suggest_time=22:29, 18 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: Shouldn't this be added to the &amp;quot;Hunting prowess&amp;quot; skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006&lt;br /&gt;
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)&lt;br /&gt;
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)&lt;br /&gt;
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===Melee buffs for intoxicated pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates under the influence|&lt;br /&gt;
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).&lt;br /&gt;
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Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).&lt;br /&gt;
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I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|&lt;br /&gt;
suggest_time=06:24, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with &amp;quot;flavor text&amp;quot; to let him know he is getting a boost, e.g. &amp;quot;In a drunken rage you inflict more damage on your target&amp;quot;), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)&lt;br /&gt;
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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*This doesn't make sense to me.  When your drunk, your hand eye coordination GETS WORSE, not better!  The only way I could see the idea working is if accuracy decreased as damage increased.  Rewarding pirates for getting sloshed makes about as much sense as drunk driving.  Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.)  Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)&lt;br /&gt;
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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===Technical “spell” skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist/Shaman|&lt;br /&gt;
suggest_description=I would like to see the introduction of “tech spells” to the “magician class” of Shartak (scientist/shaman) much like the blue magic of final fantasy XII which rather than doing out right damage produces technical effects like haste, poison or blind. An illustration of this would be giving the shaman class an AP cost skill (let’s call it curse) that produces the same effect as wounded/bleeding (1HP loss per action) on their opponent. But given the nature of such spells the percentage chance of success should be inversely proportional to the strength of the spell or have their effects tuned down, so to retain fairness. As side note I like to see this skill given to NPC shamans to discourage people from attacking them.|&lt;br /&gt;
suggest_time=09:33, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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&amp;quot;curse&amp;quot; might be confused with what the ancestors spirits do to zergers. This causes actions to cost more AP than normal. I would imagine that this would be a shaman only skill as scientists don't have magical powers! --[[User:Simon|Simon]] 22:35, 23 July 2006 (UTC)&lt;br /&gt;
*i agree with the statement that scientist don't and shouldn't have magic powers, so how about this instead; give them &amp;quot;tech&amp;quot; skills but have them named within a scientific context, for instance the above &amp;quot;wounding&amp;quot; spell could be named &amp;quot;drug&amp;quot; or &amp;quot;poison&amp;quot; instead of say &amp;quot;curse&amp;quot; or whatever. --[[User:A for anarchy|A for anarchy]] 04:01, 24 July 2006 (UTC)&lt;br /&gt;
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===Haggle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=You can haggle with the traders and get stuff cheaper. When they are pissed off at you (for being there too long) the prices would become normal.|&lt;br /&gt;
suggest_time=20:20 EST 28/07/2006|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===FAK/Healing Herb Manufacturing Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists and Shamans|&lt;br /&gt;
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely.  This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs).  Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman.  Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs.  Additionally, these two classes are the most likely to know how to do this.  &lt;br /&gt;
 &lt;br /&gt;
As for how the skill would work, I would recommend having a &amp;quot;Make FAK&amp;quot; button. They would then have a chance of successfully producing an FAK.  These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a &amp;quot;healer&amp;quot; class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|&lt;br /&gt;
suggest_time=14:28 31 July 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one &amp;quot;Diagnosis&amp;quot; skill that would give these two classes a useful (if minor) healing edge over the others. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)&lt;br /&gt;
**First, let me thank you for responding.  I appreciate any and all input.  I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this &amp;quot;Make FAK&amp;quot; button would (as far as the programming is concerned) serve as a second &amp;quot;search area&amp;quot; button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's &amp;quot;shopping&amp;quot; and &amp;quot;bargain hunting&amp;quot; skills, in that it lets you search for a specific item and gives a boost to the probability of success.  Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)&lt;br /&gt;
**How about having the skill function in a similar manner to the &amp;quot;Manufacture Syringe&amp;quot; skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)&lt;br /&gt;
***I haven't played UD since that was added; that being said, it certainly sounds good to me.  Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations.  As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer.  Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)&lt;br /&gt;
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)&lt;br /&gt;
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go.  With that out of the way, on to business.  You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's.  Your suggestion would somewhat reduce the demand, which would have essentially the same effect.&lt;br /&gt;
 &lt;br /&gt;
As for the inconsistency, that's part of why I suggested calling it &amp;quot;Make FAK.&amp;quot;  If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance.  That means there's going to be a lot of unused medical material around.  Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it &amp;quot;make FAK,&amp;quot; you can get a message saying, &amp;quot;Using spare supplies, you cobble together a first aid kit.&amp;quot;  Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry.  The shaman could get a message saying, &amp;quot;After looking through the herbs in the hut, you find a healing herb that is ready for use.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing.  I definitely agree that it's more realistic to have a healer be better at healing others than themselves.  I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006&lt;br /&gt;
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===Possession===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Yet another spirit suggestion. As far as I can see, this hasn't been suggested yet - but I apologise if it has been suggested under a different guise. With the recent addition of the Exorcism skill, I feel that there is less and less appeal to play as a ghost character, aside from an alternative method of farming xp. The only current features of the ghost &amp;quot;class&amp;quot; is wailing and spamming. The addition of a possession skill might give people more of a reason to play as a ghost and perhaps make gameplay more interesting. A possession skill would be bought after the banshee wail skill. It would allow the user to temporalily take control of another player for the cost of 40AP, allowing the spirit to effectively &amp;quot;act&amp;quot; as this player for their (the spirits, not the victim) remaining AP. When they use up their AP they will return to their spirit form and control will return to the original player. If the possession skill is used on an active player, it will work until this player moves or makes an action of their own, which would return the spirit to their ghost form (and effectively waste the AP spent on using the possession skill). I think this would be a fun addition to the game, and give players a bigger motivation to rp as a spirit, although I'm not sure if this kind of skill would be possible to implement (taking temporary control of other players etc).|&lt;br /&gt;
suggest_time=10:50, 1 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Doesn't sound too appealing to me - would be a real bummer to login and see that one character had taken possession of me, given all my gold to a friend, dropped my other items, and used the remaining AP to punch an elephant or move me to an enemy city.  Maybe if possession was restricted to animals? --[[User:Frisco|Frisco]] 18:57, 8 September 2006 (UTC)&lt;br /&gt;
*There would be restrictions on the skill such as the spirit not being able to possess someone of a higher level and only be able to possess someone for an amount of AP equal to their level (a level 17 spirit would be able to possess someone of a lower level for 17 turns). As well as this, actions that possessed players take dont get deducted from the possessed players AP, they get deducted from the ghosts AP. Also other players would be able to distinguish a possessed players actions by the text describing the action, so instead of &amp;quot;Bob gives Sam 10 gold&amp;quot; it would be something like &amp;quot;Bob with a strange glow in his eyes gives Sam 10 gold&amp;quot; or something similar. I think spirits need some kind of extra skill to make RPing as a spirit as worthwhile as RPing as a native or outsider. [[User:Zeff|Zeff]] 19:19, 9 September 2006 (UTC)&lt;br /&gt;
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===Require Help===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=''Allow you to scream to require help when you are in danger.''&lt;br /&gt;
&lt;br /&gt;
Cost 5APs to prevent your &amp;quot;race&amp;quot; (Outsiders, Natives or Pirates) you are in danger at 5 cases in all directions|&lt;br /&gt;
suggest_time=17:17, 8 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Ownslaught|Ownslaught]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Forensic Analysis/Advanced Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists, Shamans, Warriors, Soldiers, Pirates|&lt;br /&gt;
suggest_description=Allows the character to determine whose body is lying on the ground and the cause of death.  Would require 1 or .5 AP to use, similar to tracking, and would say something like &amp;quot;It looks like Dim Mak is lying on the ground, clawed to death by a parrot.&amp;quot; or &amp;quot;Barbarossa is dead on the ground, seems he ate the wrong berries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Soldiers, Warriors and Pirates would understand forensics as they are used to seeing dead bodies, Scientists because they can think critically to determine the cause of death, and Shamans would hold an advanced seance with the spirits in the area to ask what happened (and perhaps get different flavour text).&lt;br /&gt;
&lt;br /&gt;
There may also be an advanced form of this skill (Advanced Forensic Analysis/Expert Seance) which would indicate approximate time as well as the direction the culprit left, if a PC/NPC did the killing and the character also has the tracking skill - &amp;quot;frisco is shot dead on the ground, his body dead for a while. Tracks show the shooter went southwest recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A further advanced form (Expert Forensic Analysis/Seance Mastery) would provide info about who did other actions, like note writing/signposting - &amp;quot;Scribbled in the sand is 'Arrrgh!!!'.  It looks like Barbarossa's handwriting.&amp;quot;&lt;br /&gt;
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This skill may help bounty hunters, pk hunters, clan warfare, provide warning information for everyone, and help combat note spamming.&lt;br /&gt;
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suggest_time=16:50, 11 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good suggestion! I support this idea, I think the skill would be a good addition to the game. I can't really see anything wrong with this skill unless theres a technical reason why it can't be implemented. Seems like a good way to combat spammers as well... [[User:Zeff|Zeff]] 10:06, 12 September 2006 (UTC)&lt;br /&gt;
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I support this idea to ! [[User:Ownslaught|Ownslaught]] 00:30, 13 September 2006 (Paris)&lt;br /&gt;
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I always wanted to know how those people died. Perhaps this should be part of the tracking skill tree.[[User:Darkferret|Darkferret]] 11:02, 17 September 2006 (UTC)&lt;br /&gt;
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		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=10286</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=10286"/>
		<updated>2006-09-21T02:32:17Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* animal wearings */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
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== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad Robert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the absinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
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I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
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: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
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:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
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: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
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:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
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:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
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:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
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::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
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:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
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::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
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: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
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=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
* drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
* a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
* special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
**No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
***I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly.  Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as &amp;quot;Empty Inside&amp;quot; or &amp;quot;Shaman's Hut&amp;quot;.  --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
*Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me.  About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario.  According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island.  Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
**There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)&lt;br /&gt;
***According to the [http://www.itechsc.com/misc/shartak/ubermap/ uber map] there are three lakes (two are close to each other) in addition to the river, and a pond by Durham. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
* Refillable bottles and gourds added. Not sure about buff potions etc though. --[[User:Simon|Simon]] 19:29, 29 June 2006 (UTC)&lt;br /&gt;
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=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
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1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
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2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
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'''Comments'''&lt;br /&gt;
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*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
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=== Ranged weapons ===&lt;br /&gt;
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I never used a rifle, but the blowpipe feels quite useless at the moment indeed (unless it poisons). I was wondering if a ranged aspect could be added to those weapons to make up for their poor hp/ap ratio and their ammo requirement (and their lack of poison?). In practice, that would mean that once the rifle (or the blowpipe (I wonder if it poisons)) is selected from the attack drop-down menu, the target drop-down menu would include the entities from the surrounding squares. That would allow for some slightly safer attacks, especially in difficult terrain, or for around four minutes of triumph for having attacked someone from the distance (and poisonned him?), before being machetted to death anyway. That is: not much, but the satisfying feeling to have used a special weapon, with its own pros. -- Leaf&lt;br /&gt;
* Ranged weapon skills for warriors to boost the blowpipe are in the pipeline. Seems I missed a section from my notes when adding skills. --[[User:Simon|Simon]] 10:12, 10 March 2006 (GMT)&lt;br /&gt;
* Sweet --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)&lt;br /&gt;
**A bit of poison on that blowdart (1 hp dmg per move for 4 turns e.g.) would be nice. The current blowpipe is totally hopeless as a weapon, even for warriors. --[[User:Tycho44|Tycho44]] 22:22, 20 May 2006 (BST)&lt;br /&gt;
:* ''bump'' - like the poison added the other day then. --[[User:Simon|Simon]] 12:44, 24 June 2006 (UTC)&lt;br /&gt;
::* Yep, Blowpipe is not longer useless. If you wanted to add a limited benefit of range, you could have the Blowpipe and the Rifle deal damage to Animals as a ranged effect. In other words, the elephant couldn't trample you because you're hiding in the Jungle with your ranged weapon (still in same square). In fact that might make more sense than (or in addition to) a 6 damage blowpipe vs NPCs - NPCs don't get to use Reactive Attacks against a Ranged Weapon. (Although perhaps the Huts/Villages are too small to get true Range on the Trader or Shaman...) --[[User:Tycho44|Tycho44]] 14:33, 24 June 2006 (UTC)&lt;br /&gt;
:::* (Game designer has implied that ranged weapons do indeed reduce the chance of being reactively attacked by an animal. --[[User:Tycho44|Tycho44]] 23:24, 10 July 2006 (UTC))&lt;br /&gt;
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===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
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===animal wearings===&lt;br /&gt;
such as teeth and hide could be added to one's [[inventory]] or slot for extra damage, accuracy, etc.. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Honestly, this just seems silly. Why would I suddenly hurt you more for having a tiger tooth in my pocket?--[[User:Wifey|Wifey]] 08:32, 10 April 2006 (BST)&lt;br /&gt;
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:*It would be a psychological effect. A tribesman who believes that the spirit of the tiger is strengthening his arm through the use of a magic talismen will fight harder. {{unsigned|Naomi|19:56, April 10, 2006 (BST)}}&lt;br /&gt;
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::*I ''still'' think it's a huge stretch.--[[User:Wifey|Wifey]] 01:08, 11 April 2006 (BST)&lt;br /&gt;
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:::*Yah, shamanic magic being able to cause or prevent damage is a stretch, tell that to the dozens of spirits farming xp in my hut. --[[User:Tycho44|Tycho44]] 22:25, 20 May 2006 (BST)&lt;br /&gt;
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:::Apparently this has been implemented - I just got a tiger tooth amulet from the pirate trader.  He doesn't have any others, alas... *brag* [[User:Ssarl|Ssarl]], 12:19, June 16&lt;br /&gt;
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::::yeah, why does everyone have amulets but me???--[[User:Badhammer|Badhammer]] 02:32, 21 September 2006 (UTC)&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
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it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
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I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
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A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
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=== The Bone Whistle ===&lt;br /&gt;
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I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
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It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
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Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=10285</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=10285"/>
		<updated>2006-09-21T02:27:45Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* Hammer */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
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== Items ==&lt;br /&gt;
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=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad Robert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the absinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
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''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
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I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
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: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
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:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
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: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
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:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
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:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
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:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
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::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
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:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
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::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
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: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
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=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
* drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
* a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
* special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
**No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
***I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly.  Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as &amp;quot;Empty Inside&amp;quot; or &amp;quot;Shaman's Hut&amp;quot;.  --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
*Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me.  About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario.  According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island.  Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
**There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)&lt;br /&gt;
***According to the [http://www.itechsc.com/misc/shartak/ubermap/ uber map] there are three lakes (two are close to each other) in addition to the river, and a pond by Durham. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
* Refillable bottles and gourds added. Not sure about buff potions etc though. --[[User:Simon|Simon]] 19:29, 29 June 2006 (UTC)&lt;br /&gt;
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=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
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1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
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2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
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'''Comments'''&lt;br /&gt;
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*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
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=== Ranged weapons ===&lt;br /&gt;
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I never used a rifle, but the blowpipe feels quite useless at the moment indeed (unless it poisons). I was wondering if a ranged aspect could be added to those weapons to make up for their poor hp/ap ratio and their ammo requirement (and their lack of poison?). In practice, that would mean that once the rifle (or the blowpipe (I wonder if it poisons)) is selected from the attack drop-down menu, the target drop-down menu would include the entities from the surrounding squares. That would allow for some slightly safer attacks, especially in difficult terrain, or for around four minutes of triumph for having attacked someone from the distance (and poisonned him?), before being machetted to death anyway. That is: not much, but the satisfying feeling to have used a special weapon, with its own pros. -- Leaf&lt;br /&gt;
* Ranged weapon skills for warriors to boost the blowpipe are in the pipeline. Seems I missed a section from my notes when adding skills. --[[User:Simon|Simon]] 10:12, 10 March 2006 (GMT)&lt;br /&gt;
* Sweet --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)&lt;br /&gt;
**A bit of poison on that blowdart (1 hp dmg per move for 4 turns e.g.) would be nice. The current blowpipe is totally hopeless as a weapon, even for warriors. --[[User:Tycho44|Tycho44]] 22:22, 20 May 2006 (BST)&lt;br /&gt;
:* ''bump'' - like the poison added the other day then. --[[User:Simon|Simon]] 12:44, 24 June 2006 (UTC)&lt;br /&gt;
::* Yep, Blowpipe is not longer useless. If you wanted to add a limited benefit of range, you could have the Blowpipe and the Rifle deal damage to Animals as a ranged effect. In other words, the elephant couldn't trample you because you're hiding in the Jungle with your ranged weapon (still in same square). In fact that might make more sense than (or in addition to) a 6 damage blowpipe vs NPCs - NPCs don't get to use Reactive Attacks against a Ranged Weapon. (Although perhaps the Huts/Villages are too small to get true Range on the Trader or Shaman...) --[[User:Tycho44|Tycho44]] 14:33, 24 June 2006 (UTC)&lt;br /&gt;
:::* (Game designer has implied that ranged weapons do indeed reduce the chance of being reactively attacked by an animal. --[[User:Tycho44|Tycho44]] 23:24, 10 July 2006 (UTC))&lt;br /&gt;
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===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
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===animal wearings===&lt;br /&gt;
such as teeth and hide could be added to one's [[inventory]] or slot for extra damage, accuracy, etc.. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Honestly, this just seems silly. Why would I suddenly hurt you more for having a tiger tooth in my pocket?--[[User:Wifey|Wifey]] 08:32, 10 April 2006 (BST)&lt;br /&gt;
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:*It would be a psychological effect. A tribesman who believes that the spirit of the tiger is strengthening his arm through the use of a magic talismen will fight harder. {{unsigned|Naomi|19:56, April 10, 2006 (BST)}}&lt;br /&gt;
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::*I ''still'' think it's a huge stretch.--[[User:Wifey|Wifey]] 01:08, 11 April 2006 (BST)&lt;br /&gt;
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:::*Yah, shamanic magic being able to cause or prevent damage is a stretch, tell that to the dozens of spirits farming xp in my hut. --[[User:Tycho44|Tycho44]] 22:25, 20 May 2006 (BST)&lt;br /&gt;
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:::Apparently this has been implemented - I just got a tiger tooth amulet from the pirate trader.  He doesn't have any others, alas... *brag* [[User:Ssarl|Ssarl]], 12:19, June 16&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
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=== The Bone Whistle ===&lt;br /&gt;
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I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
&lt;br /&gt;
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=9828</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=9828"/>
		<updated>2006-09-03T14:51:04Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* The Royal Expedition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
official_id=10|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
sort_as=Scurvy Crew of The Hell-born Strumpet, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=New Tortuga=&lt;br /&gt;
&lt;br /&gt;
The Wiksik Raid was hard fighting, no denying that. Those members of the crew who braved the jungle, ill-educated anti-pirate outsiders, native beasts, and savage natives, found themselves several days travel away from their home shaman. The glory and rum won by our cutlasses was that much sweeter with the struggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ image:42699438_5b6c0cc023.jpg ]]&lt;br /&gt;
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(Derbymen, unaligned Pirates, and members of The Scurvy Crew battle through the island's natives to assault the shaman of Wiksik.)&lt;br /&gt;
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Many Pirates and Outsiders died in the Wicksick raid. The Captain himself greeted his pirate brethren in the afterlife. It was in this shadow realm that the Captain witnessed the Giant Bottle of Rum. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Behold your better,&amp;quot; said the Bottle of Rum, &amp;quot;And Despair...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And the Captain of The Scurvy Crew beheld the Giant Bottle of Rum. &amp;quot;Truly I both love and fear you O' Giant Bottle of Rum, but what of my Pirate brothers and sisters? We have been scattered across the island&amp;quot; he said. &amp;quot;We are hunted for our heads by rumless savages. Where can we go to celebrate our bloody plunder and drain the island of rum?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And yay the Giant Bottle of Rum looked upon the Scurvy Crew in their toils in Wiksik and said, &amp;quot;Know that I have created an island for ye who hunger, and thirst for drunkeness, and it is not the island you stand on. It is the island west of Shartak, and as ye pirates (the beloved children of the Giant Bottle of Rum) love inebriation, so shall you find rum on this island. And it shall be named [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
And the Captain understood The Giant Bottle of Rum, and knew its purpose for the Scurvy Crew. All Crewmembers be hereby ordered to flood the large, horizontal island west of the greater island of Shartak. This island, south of the Strumpet's wreck and west of the Native village of Dalpok, shall be known as [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;]. New Tortuga shall henceforth be known as a private gaming preserve for outsiders in general, but pirates especially, and especially The Scurvy Crew of the Hell-born Strumpet. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Royal Expedition ==&lt;br /&gt;
&lt;br /&gt;
Mr Dan here. I cannot stop ye or order ye to do anything, but for Christ Sake, PLEASE DON'T ATTACK ANY ROYAL EXPEDITION MEMBERS!!! I've spent a fair while negotiating with them not to attack us. We do not need a war. For more details, look at their talk page. '''Captain Dan'''&lt;br /&gt;
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Well, I don't know why, but I just got killed by mister Jones Dye, a member of the Royal Expedition --[[User:Xintlaer|Xintlaer]] 17:23, 25 August 2006 (UTC)&lt;br /&gt;
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Ah hell with it. I can't negotiate. Kill em if you want. I wish you would have put a word in this Captain. '''Captain Dan'''&lt;br /&gt;
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that bastard jones dye just killed me too! he's on new tortuga! someone kill him--[[User:Badhammer|Badhammer]] 14:51, 3 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*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. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*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 the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
= The Scurvy Crew is Legion =&lt;br /&gt;
YAHRR! We be the first clan on the island to break 30 members!! The Captain decrees an extra pint of grog to all members in celebration.&lt;br /&gt;
&lt;br /&gt;
[[ Image:On beach.jpg ]]&lt;br /&gt;
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==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
Welcome aboard Mr. Cutthroat and Mr. Xenor!!&lt;br /&gt;
&lt;br /&gt;
The Captain has invoked the right of [http://en.wikipedia.org/wiki/Parley Parley] set down by the Pirates [http://en.wikipedia.org/wiki/Bartholomew_Roberts Roberts] and [http://en.wikipedia.org/wiki/Henry_Morgan Morgan] with the  [http://wiki.shartak.com/index.php/Order_of_Patriots Order of Patriots]. The Order is fiercly anti-pirate but that is only because they have not encountered The Scurvy Crew. They have mostly dealt with the scum of piratedom who plunder and murder without Code, Crew, or Ship. The Scurvy Crew has rejected organized violence towards our Outsider cousins and sees no reason why members of the crew shouldn't be free to enter York unharassed.&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath]I'm trying to start a dialoge with the outsiders. Somehow they keep falling over saying &amp;quot;why did you stab me??&amp;quot; it's like they don't know how to talk to a pirate??&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon/Public Relations: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] Waiting off the coast of the Isle. Where are we s'ppose to meet up?&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*Sailing Instructer: [http://www.shartak.com/profile.cgi?id=4868 Captain Barbossa]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3006 Xenor]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4677 Cutthroat]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=276 Gunga Din]&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
*Gold Biter &amp;amp; Rum Tester [http://www.shartak.com/profile.cgi?id=1556 Arr Matee]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
...has been moved to the discussion page in lieu of a dedicated history page to come later (once there's enough history to justify its existence). Any who wish to read about the first application of nautical justice in the island's history may find it there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OI!!! cap'n can I get m' job back as Quartermaster? i took m' punishment an' i rallied the lot o' th' crew into the pillagin' dogs o' war we be. an my cutlass be loyal t' yer orders. i am more scurvy of a dog than jus' an able bodied sea man, i be a master o' quarters an such. yarrr. i be seein ye' at new toruga mate.--[[User:Badhammer|Badhammer]] 04:45, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:''' The Captain, in what can only be described as an act of thrilling heroics, slew [http://www.shartak.com/profile.cgi?id=1093 Foo Fighter] just as he was about to finish off Mr. Kill, the Cabin Boy. In real-time!! With Mr. Kill down to his last four hitpoints and Foo Fighter with a full 85! The Captain is more than pleased to mark this as his sixth kill of the Wicksick Raid.&lt;br /&gt;
&lt;br /&gt;
It seems the Wicksick Antidote Trust is guided less by a chief than by an even more uncivilized &amp;quot;communal&amp;quot; existence. As such Foo Fighter is merely one of the more active members. Not that this should interrupt our toasting his death...  &lt;br /&gt;
&lt;br /&gt;
As of the night of the 20th Your Captain has killed 7 Wicksickers&lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan: 6'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' *... eight of them ended up in Davy Jones locker...&lt;br /&gt;
 &lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC) Badhammer's kills are at a lowly 4, i have been haunting the medicine hut for the last week. getting that extra level i wanted for expert tracking. harharhar, i'll be killing them tomorrow though! back to the flesh!--[[User:Badhammer|Badhammer]] 12:09, 23 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett: 1''' Armadax wot callz hizilf Butchur has provokd mi. (Planning to distract natives with ticking GPS units and glittering gems and &amp;quot;brown liquid&amp;quot; - a bit o mud from the freshwater spring.) &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
OY! Cap'n! thanks fer killin' Foo Fighter! so m' kill count is currently at 8 as ov th' mornin' ov th' 23rd ov july. why arrr thar so many natives that be from somewhere else? i killed a level 26 shaman from dolpak and some rakamites! yarrrghh&lt;br /&gt;
This count is for Wiksikers ONLY! No other natives count. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' 8 pairs of Wiksik ears be hung around me nethers.&lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;br /&gt;
&lt;br /&gt;
'''b4ll54ck kill3r:''' Upon my arrival at Wikstick I will kill as many as I please!&lt;br /&gt;
&lt;br /&gt;
'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=9709</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=9709"/>
		<updated>2006-08-30T04:45:48Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* The Case of Mr. Badhammer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
official_id=10|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
sort_as=Scurvy Crew of The Hell-born Strumpet, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=New Tortuga=&lt;br /&gt;
&lt;br /&gt;
The Wiksik Raid was hard fighting, no denying that. Those members of the crew who braved the jungle, ill-educated anti-pirate outsiders, native beasts, and savage natives, found themselves several days travel away from their home shaman. The glory and rum won by our cutlasses was that much sweeter with the struggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ image:42699438_5b6c0cc023.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Derbymen, unaligned Pirates, and members of The Scurvy Crew battle through the island's natives to assault the shaman of Wiksik.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many Pirates and Outsiders died in the Wicksick raid. The Captain himself greeted his pirate brethren in the afterlife. It was in this shadow realm that the Captain witnessed the Giant Bottle of Rum. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Behold your better,&amp;quot; said the Bottle of Rum, &amp;quot;And Despair...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And the Captain of The Scurvy Crew beheld the Giant Bottle of Rum. &amp;quot;Truly I both love and fear you O' Giant Bottle of Rum, but what of my Pirate brothers and sisters? We have been scattered across the island&amp;quot; he said. &amp;quot;We are hunted for our heads by rumless savages. Where can we go to celebrate our bloody plunder and drain the island of rum?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And yay the Giant Bottle of Rum looked upon the Scurvy Crew in their toils in Wiksik and said, &amp;quot;Know that I have created an island for ye who hunger, and thirst for drunkeness, and it is not the island you stand on. It is the island west of Shartak, and as ye pirates (the beloved children of the Giant Bottle of Rum) love inebriation, so shall you find rum on this island. And it shall be named [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
And the Captain understood The Giant Bottle of Rum, and knew its purpose for the Scurvy Crew. All Crewmembers be hereby ordered to flood the large, horizontal island west of the greater island of Shartak. This island, south of the Strumpet's wreck and west of the Native village of Dalpok, shall be known as [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;]. New Tortuga shall henceforth be known as a private gaming preserve for outsiders in general, but pirates especially, and especially The Scurvy Crew of the Hell-born Strumpet. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Royal Expedition ==&lt;br /&gt;
&lt;br /&gt;
Mr Dan here. I cannot stop ye or order ye to do anything, but for Christ Sake, PLEASE DON'T ATTACK ANY ROYAL EXPEDITION MEMBERS!!! I've spent a fair while negotiating with them not to attack us. We do not need a war. For more details, look at their talk page. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I don't know why, but I just got killed by mister Jones Dye, a member of the Royal Expedition --[[User:Xintlaer|Xintlaer]] 17:23, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*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. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*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 the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
= The Scurvy Crew is Legion =&lt;br /&gt;
YAHRR! We be the first clan on the island to break 30 members!! The Captain decrees an extra pint of grog to all members in celebration.&lt;br /&gt;
&lt;br /&gt;
[[ Image:On beach.jpg ]]&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
Welcome aboard Mr. Cutthroat and Mr. Xenor!!&lt;br /&gt;
&lt;br /&gt;
The Captain has invoked the right of [http://en.wikipedia.org/wiki/Parley Parley] set down by the Pirates [http://en.wikipedia.org/wiki/Bartholomew_Roberts Roberts] and [http://en.wikipedia.org/wiki/Henry_Morgan Morgan] with the  [http://wiki.shartak.com/index.php/Order_of_Patriots Order of Patriots]. The Order is fiercly anti-pirate but that is only because they have not encountered The Scurvy Crew. They have mostly dealt with the scum of piratedom who plunder and murder without Code, Crew, or Ship. The Scurvy Crew has rejected organized violence towards our Outsider cousins and sees no reason why members of the crew shouldn't be free to enter York unharassed.&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath]I'm trying to start a dialoge with the outsiders. Somehow they keep falling over saying &amp;quot;why did you stab me??&amp;quot; it's like they don't know how to talk to a pirate??&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon/Public Relations: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] Waiting off the coast of the Isle. Where are we s'ppose to meet up?&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*Sailing Instructer: [http://www.shartak.com/profile.cgi?id=4868 Captain Barbossa]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3006 Xenor]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4677 Cutthroat]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=276 Gunga Din]&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
*Gold Biter &amp;amp; Rum Tester [http://www.shartak.com/profile.cgi?id=1556 Arr Matee]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
...has been moved to the discussion page in lieu of a dedicated history page to come later (once there's enough history to justify its existence). Any who wish to read about the first application of nautical justice in the island's history may find it there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OI!!! cap'n can I get m' job back as Quartermaster? i took m' punishment an' i rallied the lot o' th' crew into the pillagin' dogs o' war we be. an my cutlass be loyal t' yer orders. i am more scurvy of a dog than jus' an able bodied sea man, i be a master o' quarters an such. yarrr. i be seein ye' at new toruga mate.--[[User:Badhammer|Badhammer]] 04:45, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:''' The Captain, in what can only be described as an act of thrilling heroics, slew [http://www.shartak.com/profile.cgi?id=1093 Foo Fighter] just as he was about to finish off Mr. Kill, the Cabin Boy. In real-time!! With Mr. Kill down to his last four hitpoints and Foo Fighter with a full 85! The Captain is more than pleased to mark this as his sixth kill of the Wicksick Raid.&lt;br /&gt;
&lt;br /&gt;
It seems the Wicksick Antidote Trust is guided less by a chief than by an even more uncivilized &amp;quot;communal&amp;quot; existence. As such Foo Fighter is merely one of the more active members. Not that this should interrupt our toasting his death...  &lt;br /&gt;
&lt;br /&gt;
As of the night of the 20th Your Captain has killed 7 Wicksickers&lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan: 6'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' *... eight of them ended up in Davy Jones locker...&lt;br /&gt;
 &lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC) Badhammer's kills are at a lowly 4, i have been haunting the medicine hut for the last week. getting that extra level i wanted for expert tracking. harharhar, i'll be killing them tomorrow though! back to the flesh!--[[User:Badhammer|Badhammer]] 12:09, 23 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett: 1''' Armadax wot callz hizilf Butchur has provokd mi. (Planning to distract natives with ticking GPS units and glittering gems and &amp;quot;brown liquid&amp;quot; - a bit o mud from the freshwater spring.) &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
OY! Cap'n! thanks fer killin' Foo Fighter! so m' kill count is currently at 8 as ov th' mornin' ov th' 23rd ov july. why arrr thar so many natives that be from somewhere else? i killed a level 26 shaman from dolpak and some rakamites! yarrrghh&lt;br /&gt;
This count is for Wiksikers ONLY! No other natives count. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' 8 pairs of Wiksik ears be hung around me nethers.&lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;br /&gt;
&lt;br /&gt;
'''b4ll54ck kill3r:''' Upon my arrival at Wikstick I will kill as many as I please!&lt;br /&gt;
&lt;br /&gt;
'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Ghost_Pirates&amp;diff=9016</id>
		<title>Ghost Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Ghost_Pirates&amp;diff=9016"/>
		<updated>2006-07-26T13:03:14Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Ghost Pirates|&lt;br /&gt;
official_id=55|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_leaders={{profile|1548|BLACK THOM BADHAMMER}}, {{profile|1269|Jonesy}}|&lt;br /&gt;
clan_membership=2|&lt;br /&gt;
clan_goals=The haunting of all locales|&lt;br /&gt;
clan_recruit=Minimum level of 8, must be pirate|&lt;br /&gt;
clan_contact=Talk to ingame if you can find us|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
== The Story==&lt;br /&gt;
&lt;br /&gt;
A scurvy crew of pirates who can not rest in peace and must bring suffering to all who live.&lt;br /&gt;
&lt;br /&gt;
Having lived a good life, well, as good of a life as that of a pirate would allow, these spectres try to relive the lives they once had. Planning raids like they had. Planning to be crotch deep in gore. Desiring the rum they once had, yet no drinks can quench their thirst. No amount of bloodshed can fill the void that they have. Only the wailing.&lt;br /&gt;
&lt;br /&gt;
Because of the hate these dead souls harbour for the living, they will suffer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Plan==&lt;br /&gt;
&lt;br /&gt;
This crew will make its way across the land, haunting buildings which are overpopulated by the living. Wailing will insue, and recruitment shall happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recruitment Policy==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the requirements of being a ghost pirate, many skills are required to participate, and it is expected that most members will be in the upper teens.&lt;br /&gt;
There is a minimum requiremnt of being a pirate level of 8, who has some form of haunting ability.&lt;br /&gt;
&lt;br /&gt;
The crew is currently haunting the medical hut in Dalpok, and if you are interested in joining, head there and whisper away.&lt;br /&gt;
&lt;br /&gt;
==The Undead Crew!!: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=1548 BLACK THOM BADHAMMER] &lt;br /&gt;
&lt;br /&gt;
i don' know why we 'ill need such a big crew, our ship sank and we're dead. but the more ghost pirates the more the living will suffer our wrath! come join us and haunt.&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=1269 Jonesy]&lt;br /&gt;
*Sailing Master: &lt;br /&gt;
*Master's Mate:  &lt;br /&gt;
*Ship's Surgeon: &lt;br /&gt;
*Surgeon's Mate: &lt;br /&gt;
*Boatswain: &lt;br /&gt;
*Gunner: &lt;br /&gt;
*Gunner's Mate: &lt;br /&gt;
*Cartographer: &lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: &lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: &lt;br /&gt;
*Cabin Boy:&lt;br /&gt;
*Wenches: &lt;br /&gt;
*Rum Runners: &lt;br /&gt;
*Ship's Undead Monkey: &lt;br /&gt;
*and Disembodied Bodied Seamen:&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8940</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8940"/>
		<updated>2006-07-23T12:09:56Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* Natives Killed List: Wicksick Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
official_id=10|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
sort_as=Scurvy Crew of The Hell-born Strumpet, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=HAR,HAHARHHARHAAAHRRR!!!!=&lt;br /&gt;
&lt;br /&gt;
Pull up your pants and throw out your empty rum bottles because '''shore leave is over!!!''' The Captain has decided that [http://wiki.shartak.com/index.php/Wiksik Wicksick] will be the location of the Scurvy Crew of the Hell-Born Strumpet's second raid!!!! The Captain has already slain two of the local defenders and is shocked to learn that they have no fear of pirates. This be not a fault of theirs. It be the mistake of all pirates, that we have not shown them all the fun they're missing in their wretched existences as rumless natives. They even committed a sin to piratedom and referred to Captain Whitney as an Outsider, and not as a grog-chugging, mermaid-coveting, pirate. They are obviously unaware of the depths of drunken cruelty that distinguishes Pirates from Outsiders. &lt;br /&gt;
&lt;br /&gt;
The Captain has decided that come '''July 12th''' the Scurvy Crew will educate them in murder and inebriated property destruction. All crewmembers be hereby given notice to gather in the jungle outside of Wicksick in anticipation of our July 12th pillaging. Sharpen your cutlasses and fill up your rum flasks because there's more than enough murdering for any pirate!!!! &lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*'''ANNIHILATE THE RUMLESS, ELEPHANT-WORSHIPING NATIVES OF WICKSICK'''&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*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. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*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 the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
When the crew left for the Dalpok raid they were tied with tea-swilling monarchists for dominance of the island. In as little as two weeks the ranks have swelled to DOUBLE what they were when we left. The Captain be pleased to see so many lime-eating parrot perches have returned to the crew. &lt;br /&gt;
&lt;br /&gt;
The Captain's will be that any crewmembers still lingering around the wreck should announce the coming raid by writing it in the sand and placing signs for all to see. Inquirers should be directed to this wiki or simply told to go to Wiksik with rum on their breath and murder in their hearts... &lt;br /&gt;
&lt;br /&gt;
Welcome aboard Mr. Din and Mr. Matee!! Come to Wicksick and join the raid!&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] Eye, it's good fun raiding the natives. Got 5 kills so far. Going back for the shaman. Who's with me eh???&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] HA HA HA HA HA HA!!!! HERE I COME, WIKSIKS!!!!!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=276 Gunga Din]&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
*Gold Biter &amp;amp; Rum Tester [http://www.shartak.com/profile.cgi?id=1556 Arr Matee]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
&lt;br /&gt;
The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
&lt;br /&gt;
== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:''' The Captain, in what can only be described as an act of thrilling heroics, slew [http://www.shartak.com/profile.cgi?id=1093 Foo Fighter] just as he was about to finish off Mr. Kill, the Cabin Boy. In real-time!! With Mr. Kill down to his last four hitpoints and Foo Fighter with a full 85! The Captain is more than pleased to mark this as his sixth kill of the Wicksick Raid.&lt;br /&gt;
&lt;br /&gt;
It seems the Wicksick Antidote Trust is guided less by a chief than by an even more uncivilized &amp;quot;communal&amp;quot; existence. As such Foo Fighter is merely one of the more active members. Not that this should interrupt our toasting his death...  &lt;br /&gt;
&lt;br /&gt;
As of the night of the 20th Your Captain has killed 7 Wicksickers&lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan: 5''' Tis obvious we be of equal calibre and strengh, let us both aim for 40. I see ye need to be redeemed, but I wish to prove myself to the Capt'n also. In the Dalpok raid, I proved my worth as a senior crew member. Now I fight to show that I am worthy of this honoured posistion to the Captain. '''I have killed Foo Fighter! He was the Leader of the Wiksik Head Hunters. Well its his head that now hangs from my belt!''' (good job, that guy makes me mad)--[[User:Badhammer|Badhammer]] 00:20, 13 July 2006 (UTC)&lt;br /&gt;
Ye shant be beating me for long, Sir. And why are'nt we seeing ye count, badhammer?&lt;br /&gt;
&lt;br /&gt;
Raktamites don't count, so don't bother putting them down mate. Raktam is very close, so its no wonder they're wondering around.&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' HARR!!! 3 Wicksickers and 2 Raktamites... those darned raktamites seem to be all around me... KILL!!!&lt;br /&gt;
 &lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC) Badhammer's kills are at a lowly 4, i have been haunting the medicine hut for the last week. getting that extra level i wanted for expert tracking. harharhar, i'll be killing them tomorrow though! back to the flesh!--[[User:Badhammer|Badhammer]] 12:09, 23 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett: 1''' Armadax wot callz hizilf Butchur has provokd mi. (Planning to distract natives with ticking GPS units and glittering gems and &amp;quot;brown liquid&amp;quot; - a bit o mud from the freshwater spring.) &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
OY! Cap'n! thanks fer killin' Foo Fighter! so m' kill count is currently at 8 as ov th' mornin' ov th' 23rd ov july. why arrr thar so many natives that be from somewhere else? i killed a level 26 shaman from dolpak and some rakamites! yarrrghh&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' &lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;br /&gt;
&lt;br /&gt;
'''b4ll54ck kill3r:''' Upon my arrival at Wikstick I will kill as many as I please!&lt;br /&gt;
&lt;br /&gt;
'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8939</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8939"/>
		<updated>2006-07-23T12:06:36Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* Natives Killed List: Wicksick Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
official_id=10|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
sort_as=Scurvy Crew of The Hell-born Strumpet, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=HAR,HAHARHHARHAAAHRRR!!!!=&lt;br /&gt;
&lt;br /&gt;
Pull up your pants and throw out your empty rum bottles because '''shore leave is over!!!''' The Captain has decided that [http://wiki.shartak.com/index.php/Wiksik Wicksick] will be the location of the Scurvy Crew of the Hell-Born Strumpet's second raid!!!! The Captain has already slain two of the local defenders and is shocked to learn that they have no fear of pirates. This be not a fault of theirs. It be the mistake of all pirates, that we have not shown them all the fun they're missing in their wretched existences as rumless natives. They even committed a sin to piratedom and referred to Captain Whitney as an Outsider, and not as a grog-chugging, mermaid-coveting, pirate. They are obviously unaware of the depths of drunken cruelty that distinguishes Pirates from Outsiders. &lt;br /&gt;
&lt;br /&gt;
The Captain has decided that come '''July 12th''' the Scurvy Crew will educate them in murder and inebriated property destruction. All crewmembers be hereby given notice to gather in the jungle outside of Wicksick in anticipation of our July 12th pillaging. Sharpen your cutlasses and fill up your rum flasks because there's more than enough murdering for any pirate!!!! &lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*'''ANNIHILATE THE RUMLESS, ELEPHANT-WORSHIPING NATIVES OF WICKSICK'''&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*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. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*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 the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
When the crew left for the Dalpok raid they were tied with tea-swilling monarchists for dominance of the island. In as little as two weeks the ranks have swelled to DOUBLE what they were when we left. The Captain be pleased to see so many lime-eating parrot perches have returned to the crew. &lt;br /&gt;
&lt;br /&gt;
The Captain's will be that any crewmembers still lingering around the wreck should announce the coming raid by writing it in the sand and placing signs for all to see. Inquirers should be directed to this wiki or simply told to go to Wiksik with rum on their breath and murder in their hearts... &lt;br /&gt;
&lt;br /&gt;
Welcome aboard Mr. Din and Mr. Matee!! Come to Wicksick and join the raid!&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] Eye, it's good fun raiding the natives. Got 5 kills so far. Going back for the shaman. Who's with me eh???&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] HA HA HA HA HA HA!!!! HERE I COME, WIKSIKS!!!!!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=276 Gunga Din]&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
*Gold Biter &amp;amp; Rum Tester [http://www.shartak.com/profile.cgi?id=1556 Arr Matee]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
&lt;br /&gt;
The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
&lt;br /&gt;
== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:''' The Captain, in what can only be described as an act of thrilling heroics, slew [http://www.shartak.com/profile.cgi?id=1093 Foo Fighter] just as he was about to finish off Mr. Kill, the Cabin Boy. In real-time!! With Mr. Kill down to his last four hitpoints and Foo Fighter with a full 85! The Captain is more than pleased to mark this as his sixth kill of the Wicksick Raid.&lt;br /&gt;
&lt;br /&gt;
It seems the Wicksick Antidote Trust is guided less by a chief than by an even more uncivilized &amp;quot;communal&amp;quot; existence. As such Foo Fighter is merely one of the more active members. Not that this should interrupt our toasting his death...  &lt;br /&gt;
&lt;br /&gt;
As of the night of the 20th Your Captain has killed 7 Wicksickers&lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan: 5''' Tis obvious we be of equal calibre and strengh, let us both aim for 40. I see ye need to be redeemed, but I wish to prove myself to the Capt'n also. In the Dalpok raid, I proved my worth as a senior crew member. Now I fight to show that I am worthy of this honoured posistion to the Captain. '''I have killed Foo Fighter! He was the Leader of the Wiksik Head Hunters. Well its his head that now hangs from my belt!''' (good job, that guy makes me mad)--[[User:Badhammer|Badhammer]] 00:20, 13 July 2006 (UTC)&lt;br /&gt;
Ye shant be beating me for long, Sir. And why are'nt we seeing ye count, badhammer?&lt;br /&gt;
&lt;br /&gt;
Raktamites don't count, so don't bother putting them down mate. Raktam is very close, so its no wonder they're wondering around.&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' HARR!!! 3 Wicksickers and 2 Raktamites... those darned raktamites seem to be all around me... KILL!!!&lt;br /&gt;
 &lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett: 1''' Armadax wot callz hizilf Butchur has provokd mi. (Planning to distract natives with ticking GPS units and glittering gems and &amp;quot;brown liquid&amp;quot; - a bit o mud from the freshwater spring.) &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
OY! Cap'n! thanks fer killin' Foo Fighter! so m' kill count is currently at 8 as ov th' mornin' ov th' 23rd ov july. why arrr thar so many natives that be from somewhere else? i killed a level 26 shaman from dolpak and some rakamites! yarrrghh&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' &lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;br /&gt;
&lt;br /&gt;
'''b4ll54ck kill3r:''' Upon my arrival at Wikstick I will kill as many as I please!&lt;br /&gt;
&lt;br /&gt;
'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8490</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8490"/>
		<updated>2006-07-13T00:20:10Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* Natives Killed List: Wicksick Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=HAR,HAHARHHARHAAAHRRR!!!!=&lt;br /&gt;
&lt;br /&gt;
Pull up your pants and throw out your empty rum bottles because '''shore leave is over!!!''' The Captain has decided that [http://wiki.shartak.com/index.php/Wiksik Wicksick] will be the location of the Scurvy Crew of the Hell-Born Strumpet's second raid!!!! The Captain has already slain two of the local defenders and is shocked to learn that they have no fear of pirates. This be not a fault of theirs. It be the mistake of all pirates, that we have not shown them all the fun they're missing in their wretched existences as rumless natives. They even committed a sin to piratedom and referred to Captain Whitney as an Outsider, and not as a grog-chugging, mermaid-coveting, pirate. They are obviously unaware of the depths of drunken cruelty that distinguishes Pirates from Outsiders. &lt;br /&gt;
&lt;br /&gt;
The Captain has decided that come '''July 12th''' the Scurvy Crew will educate them in murder and inebriated property destruction. All crewmembers be hereby given notice to gather in the jungle outside of Wicksick in anticipation of our July 12th pillaging. Sharpen your cutlasses and fill up your rum flasks because there's more than enough murdering for any pirate!!!! &lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*'''ANNIHILATE THE RUMLESS, ELEPHANT-WORSHIPING NATIVES OF WICKSICK'''&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*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. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*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 the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
When the crew left for the Dalpok raid they were tied with tea-swilling monarchists for dominance of the island. In as little as two weeks the ranks have swelled to DOUBLE what they were when we left. The Captain be pleased to see so many lime-eating parrot perches have returned to the crew. &lt;br /&gt;
&lt;br /&gt;
With Shore Leave over all crewmembers be advised to report to the jungle outside Wicksick. We be forgoing the naming of a particular spot to rally our band of brigands as there's no mecca of piratedom like the Shipwreck outside Wicksick. Just blend into the jungle and hopefully the stench of rum, gold, and blood won't give you away to the parrot-eaters before the ultra-violence on the 12th. &lt;br /&gt;
&lt;br /&gt;
The Captain's will be that any crewmembers still lingering around the wreck should announce the coming raid by writing it in the sand and placing signs for all to see. Inquirers should be directed to this wiki or simply told to go to Wiksik with rum on their breath and murder in their hearts... &lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] Eye, it's good fun raiding the natives. Got 5 kills so far. Going back for the shaman. Who's with me eh???&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] HA HA HA HA HA HA!!!! HERE I COME, WIKSIKS!!!!!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
&lt;br /&gt;
The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
&lt;br /&gt;
== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for everyone]]&lt;br /&gt;
[[Category:Officially recognized clans]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:'''  The Captain has commenced hostilities with two, particularly foul-smelling natives, and is now awaiting the arrival of the rest of the crew before he makes his second run through the village. &lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan: 1''' Tis obvious we be of equal calibre and strengh, let us both aim for 40. I see ye need to be redeemed, but I wish to prove myself to the Capt'n also. In the Dalpok raid, I proved my worth as a senior crew member. Now I fight to show that I am worthy of this honoured posistion to the Captain. '''I have killed Foo Fighter! He was the Leader of the Wiksik Head Hunters. Well its head that now hangs from my belt!''' (good job, that guy makes me mad)--[[User:Badhammer|Badhammer]] 00:20, 13 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' Harrr... I shall not count the heads... I shall KILL, PLUNDER, BURN, AND RAPE... or may that be that the order will be diffrent...&lt;br /&gt;
&lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett:''' I plan to distract the natives with ticking GPS units and glittering gems. Rumor has it that Wiksiki are also particularly keen for &amp;quot;brown liquid&amp;quot; (watered down only somewhat by mud from the freshwater spring). &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' &lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;br /&gt;
&lt;br /&gt;
'''b4ll54ck kill3r:'''&lt;br /&gt;
&lt;br /&gt;
'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8216</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8216"/>
		<updated>2006-07-11T19:46:09Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* Natives Killed List: Wicksick Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=HAR,HAHARHHARHAAAHRRR!!!!=&lt;br /&gt;
&lt;br /&gt;
Pull up your pants and throw out your empty rum bottles because '''shore leave is over!!!''' The Captain has decided that [http://wiki.shartak.com/index.php/Wiksik Wicksick] will be the location of the Scurvy Crew of the Hell-Born Strumpet's second raid!!!! The Captain has already slain two of the local defenders and is shocked to learn that they have no fear of pirates. This be not a fault of theirs. It be the mistake of all pirates, that we have not shown them all the fun they're missing in their wretched existences as rumless natives. They even committed a sin to piratedom and referred to Captain Whitney as an Outsider, and not as a grog-chugging, mermaid-coveting, pirate. They are obviously unaware of the depths of drunken cruelty that distinguishes Pirates from Outsiders. &lt;br /&gt;
&lt;br /&gt;
The Captain has decided that come '''July 12th''' the Scurvy Crew will educate them in murder and inebriated property destruction. All crewmembers be hereby given notice to gather in the jungle outside of Wicksick in anticipation of our July 12th pillaging. Sharpen your cutlasses and fill up your rum flasks because there's more than enough murdering for any pirate!!!! &lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*'''ANNIHILATE THE RUMLESS, ELEPHANT-WORSHIPING NATIVES OF WICKSICK'''&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*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. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*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 the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
When the crew left for the Dalpok raid they were tied with tea-swilling monarchists for dominance of the island. In as little as two weeks the ranks have swelled to DOUBLE what they were when we left. The Captain be pleased to see so many lime-eating parrot perches have returned to the crew. &lt;br /&gt;
&lt;br /&gt;
With Shore Leave over all crewmembers be advised to report to the jungle outside Wicksick. We be forgoing the naming of a particular spot to rally our band of brigands as there's no mecca of piratedom like the Shipwreck outside Wicksick. Just blend into the jungle and hopefully the stench of rum, gold, and blood won't give you away to the parrot-eaters before the ultra-violence on the 12th. &lt;br /&gt;
&lt;br /&gt;
The Captain's will be that any crewmembers still lingering around the wreck should announce the coming raid by writing it in the sand and placing signs for all to see. Inquirers should be directed to this wiki or simply told to go to Wiksik with rum on their breath and murder in their hearts... &lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] Eye, it's good fun raiding the natives. Got 5 kills so far. Going back for the shaman. Who's with me eh???&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] HA HA HA HA HA HA!!!! HERE I COME, WIKSIKS!!!!!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
&lt;br /&gt;
The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
&lt;br /&gt;
== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for everyone]]&lt;br /&gt;
[[Category:Officially recognized clans]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:'''  The Captain has commenced hostilities with two, particularly foul-smelling natives, and is now awaiting the arrival of the rest of the crew before he makes his second run through the village. &lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan: 1''' Tis obvious we be of equal calibre and strengh, let us both aim for 40. I see ye need to be redeemed, but I wish to prove myself to the Capt'n also. In the Dalpok raid, I proved my worth as a senior crew member. Now I fight to show that I am worthy of this honoured posistion to the Captain. &lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' Harrr... I shall not count the heads... I shall KILL, PLUNDER, BURN, AND RAPE... or may that be that the order will be diffrent...&lt;br /&gt;
&lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett:''' I plan to distract the natives with ticking GPS units and glittering gems. Rumor has it that Wiksiki are also particularly keen for &amp;quot;brown liquid&amp;quot; (watered down only somewhat by mud from the freshwater spring). &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' &lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;br /&gt;
&lt;br /&gt;
'''b4ll54ck kill3r:'''&lt;br /&gt;
&lt;br /&gt;
'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8213</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8213"/>
		<updated>2006-07-11T12:43:42Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* Natives Killed List: Wicksick Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=HAR,HAHARHHARHAAAHRRR!!!!=&lt;br /&gt;
&lt;br /&gt;
Pull up your pants and throw out your empty rum bottles because '''shore leave is over!!!''' The Captain has decided that [http://wiki.shartak.com/index.php/Wiksik Wicksick] will be the location of the Scurvy Crew of the Hell-Born Strumpet's second raid!!!! The Captain has already slain two of the local defenders and is shocked to learn that they have no fear of pirates. This be not a fault of theirs. It be the mistake of all pirates, that we have not shown them all the fun they're missing in their wretched existences as rumless natives. They even committed a sin to piratedom and referred to Captain Whitney as an Outsider, and not as a grog-chugging, mermaid-coveting, pirate. They are obviously unaware of the depths of drunken cruelty that distinguishes Pirates from Outsiders. &lt;br /&gt;
&lt;br /&gt;
The Captain has decided that come '''July 12th''' the Scurvy Crew will educate them in murder and inebriated property destruction. All crewmembers be hereby given notice to gather in the jungle outside of Wicksick in anticipation of our July 12th pillaging. Sharpen your cutlasses and fill up your rum flasks because there's more than enough murdering for any pirate!!!! &lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*'''ANNIHILATE THE RUMLESS, ELEPHANT-WORSHIPING NATIVES OF WICKSICK'''&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*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. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*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 the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
When the crew left for the Dalpok raid they were tied with tea-swilling monarchists for dominance of the island. In as little as two weeks the ranks have swelled to DOUBLE what they were when we left. The Captain be pleased to see so many lime-eating parrot perches have returned to the crew. &lt;br /&gt;
&lt;br /&gt;
With Shore Leave over all crewmembers be advised to report to the jungle outside Wicksick. We be forgoing the naming of a particular spot to rally our band of brigands as there's no mecca of piratedom like the Shipwreck outside Wicksick. Just blend into the jungle and hopefully the stench of rum, gold, and blood won't give you away to the parrot-eaters before the ultra-violence on the 12th. &lt;br /&gt;
&lt;br /&gt;
The Captain's will be that any crewmembers still lingering around the wreck should announce the coming raid by writing it in the sand and placing signs for all to see. Inquirers should be directed to this wiki or simply told to go to Wiksik with rum on their breath and murder in their hearts... &lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] Eye, it's good fun raiding the natives. Got 5 kills so far. Going back for the shaman. Who's with me eh???&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] HA HA HA HA HA HA!!!! HERE I COME, WIKSIKS!!!!!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
&lt;br /&gt;
The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
&lt;br /&gt;
== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for everyone]]&lt;br /&gt;
[[Category:Officially recognized clans]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:'''  The Captain has commenced hostilities with two, particularly foul-smelling natives, and is now awaiting the arrival of the rest of the crew before he makes his second run through the village. &lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan: 1''' Just cause I be Surgeon don't mean I be soft! 35 shall be my head count! (Thats if I can get there! Where the hell is Wiksik?)&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' Harrr... I shall not count the heads... I shall KILL, PLUNDER, BURN, AND RAPE... or may that be that the order will be diffrent...&lt;br /&gt;
&lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett:''' I plan to distract the natives with ticking GPS units and glittering gems. Rumor has it that Wiksiki are also particularly keen for &amp;quot;brown liquid&amp;quot; (watered down only somewhat by mud from the freshwater spring). &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' &lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;br /&gt;
&lt;br /&gt;
'''b4ll54ck kill3r:'''&lt;br /&gt;
&lt;br /&gt;
'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8211</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8211"/>
		<updated>2006-07-11T09:25:31Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* Natives Killed List: Wicksick Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=HAR,HAHARHHARHAAAHRRR!!!!=&lt;br /&gt;
&lt;br /&gt;
Pull up your pants and throw out your empty rum bottles because '''shore leave is over!!!''' The Captain has decided that [http://wiki.shartak.com/index.php/Wiksik Wicksick] will be the location of the Scurvy Crew of the Hell-Born Strumpet's second raid!!!! The Captain has already slain two of the local defenders and is shocked to learn that they have no fear of pirates. This be not a fault of theirs. It be the mistake of all pirates, that we have not shown them all the fun they're missing in their wretched existences as rumless natives. They even committed a sin to piratedom and referred to Captain Whitney as an Outsider, and not as a grog-chugging, mermaid-coveting, pirate. They are obviously unaware of the depths of drunken cruelty that distinguishes Pirates from Outsiders. &lt;br /&gt;
&lt;br /&gt;
The Captain has decided that come '''July 12th''' the Scurvy Crew will educate them in murder and inebriated property destruction. All crewmembers be hereby given notice to gather in the jungle outside of Wicksick in anticipation of our July 12th pillaging. Sharpen your cutlasses and fill up your rum flasks because there's more than enough murdering for any pirate!!!! &lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*'''ANNIHILATE THE RUMLESS, ELEPHANT-WORSHIPING NATIVES OF WICKSICK'''&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*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. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*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 the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
When the crew left for the Dalpok raid they were tied with tea-swilling monarchists for dominance of the island. In as little as two weeks the ranks have swelled to DOUBLE what they were when we left. The Captain be pleased to see so many lime-eating parrot perches have returned to the crew. &lt;br /&gt;
&lt;br /&gt;
With Shore Leave over all crewmembers be advised to report to the jungle outside Wicksick. We be forgoing the naming of a particular spot to rally our band of brigands as there's no mecca of piratedom like the Shipwreck outside Wicksick. Just blend into the jungle and hopefully the stench of rum, gold, and blood won't give you away to the parrot-eaters before the ultra-violence on the 12th. &lt;br /&gt;
&lt;br /&gt;
The Captain's will be that any crewmembers still lingering around the wreck should announce the coming raid by writing it in the sand and placing signs for all to see. Inquirers should be directed to this wiki or simply told to go to Wiksik with rum on their breath and murder in their hearts... &lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] Eye, it's good fun raiding the natives. Got 5 kills so far. Going back for the shaman. Who's with me eh???&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] HA HA HA HA HA HA!!!! HERE I COME, WIKSIKS!!!!!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
&lt;br /&gt;
The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
&lt;br /&gt;
== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for everyone]]&lt;br /&gt;
[[Category:Officially recognized clans]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:'''  The Captain has commenced hostilities with two, particularly foul-smelling natives, and is now awaiting the arrival of the rest of the crew before he makes his second run through the village. &lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan: 1''' Just cause I be Surgeon don't mean I be soft! 35 shall be my head count! (Thats if I can get there! Where the hell is Wiksik?)&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' Harrr... I shall not count the heads... I shall KILL, PLUNDER, BURN, AND RAPE... or may that be that the order will be diffrent...&lt;br /&gt;
&lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett:''' I plan to distract the natives with ticking GPS units and glittering gems. Rumor has it that Wiksiki are also particularly keen for &amp;quot;brown liquid&amp;quot; (watered down only somewhat by mud from the freshwater spring). &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:'''&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' &lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;br /&gt;
&lt;br /&gt;
'''b4ll54ck kill3r:'''&lt;br /&gt;
&lt;br /&gt;
'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Badhammer&amp;diff=8160</id>
		<title>User:Badhammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Badhammer&amp;diff=8160"/>
		<updated>2006-07-09T14:38:10Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
oii!!! right! this is the dread pirate badhammer.&lt;br /&gt;
 [img=http://www.geocities.com/samurai_315/badhammer.jpg]&lt;br /&gt;
&lt;br /&gt;
*Quartermaster of the finest crew of the seven seas. currently, just a crew member because of the trouble over the last raid on dolpak,&lt;br /&gt;
*covered in scars and tattoos.&lt;br /&gt;
*a giant of a man, a huge black beard hangs down his chest, native teeth and bones are woven into his beard along with gold coins and blood red jewels. &lt;br /&gt;
* six pistols are tucked into his belts. a rifle is over his shoulder. seven cutlasses hang from his belt. a dagger is in each boot. &lt;br /&gt;
*his pants are ragged leather, with a black velvet jacket over a ragged dress shirt. a few splatters of blood are across the front of his shirt.&lt;br /&gt;
*a long scars runs down the right side of his face crossing over his eye. he's lucky to still have the eye, but is now even more careful not to lose it. but he wears an eyepatch most of the time to fool his enemies into thinking he has bad depth perception.&lt;br /&gt;
*after being flogged 50 lashes on the deck of the ship, he drank a case of rum and cut off his own left hand to prove his loyalty to the crew.&lt;br /&gt;
*Captain Dan performed a proper surgery on my left hand to replace the severed hand and the quickly replaced hook that squidgey worked out for me.&lt;br /&gt;
*alternates for left hand: short cutlass, a ragged and wicked looking harpoon, a steel pist with built in knuckle dusters and a large axe&lt;br /&gt;
*Current left hand: short cutlass&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Badhammer&amp;diff=8159</id>
		<title>User:Badhammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Badhammer&amp;diff=8159"/>
		<updated>2006-07-09T14:29:17Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
oii!!! right! this is the dread pirate badhammer.&lt;br /&gt;
&lt;br /&gt;
.[[Image:http://www.geocities.com/samurai_315/badhammer.jpg]]&lt;br /&gt;
&lt;br /&gt;
*Quartermaster of the finest crew of the seven seas. currently, just a crew member because of the trouble over the last raid on dolpak,&lt;br /&gt;
*covered in scars and tattoos.&lt;br /&gt;
*a giant of a man, a huge black beard hangs down his chest, native teeth and bones are woven into his beard along with gold coins and blood red jewels. &lt;br /&gt;
* six pistols are tucked into his belts. a rifle is over his shoulder. seven cutlasses hang from his belt. a dagger is in each boot. &lt;br /&gt;
*his pants are ragged leather, with a black velvet jacket over a ragged dress shirt. a few splatters of blood are across the front of his shirt.&lt;br /&gt;
*a long scars runs down the right side of his face crossing over his eye. he's lucky to still have the eye, but is now even more careful not to lose it. but he wears an eyepatch most of the time to fool his enemies into thinking he has bad depth perception.&lt;br /&gt;
*after being flogged 50 lashes on the deck of the ship, he drank a case of rum and cut off his own left hand to prove his loyalty to the crew.&lt;br /&gt;
*Captain Dan performed a proper surgery on my left hand to replace the severed hand and the quickly replaced hook that squidgey worked out for me.&lt;br /&gt;
*alternates for left hand: short cutlass, a ragged and wicked looking harpoon, a steel pist with built in knuckle dusters and a large axe&lt;br /&gt;
*Current left hand: short cutlass&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8130</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8130"/>
		<updated>2006-07-08T21:37:51Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* Natives Killed List: Wicksick Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=HAR,HAHARHHARHAAAHRRR!!!!=&lt;br /&gt;
&lt;br /&gt;
Pull up your pants and throw out your empty rum bottles because '''shore leave is over!!!''' The Captain has decided that [http://wiki.shartak.com/index.php/Wiksik Wicksick] will be the location of the Scurvy Crew of the Hell-Born Strumpet's second raid!!!! The Captain has already slain two of the local defenders and is shocked to learn that they have no fear of pirates. This be not a fault of theirs. It be the mistake of all pirates, that we have not shown them all the fun they're missing in their wretched existences as rumless natives. They even committed a sin to piratedom and referred to Captain Whitney as an Outsider, and not as a grog-chugging, mermaid-coveting, pirate. They are obviously unaware of the depths of drunken cruelty that distinguishes Pirates from Outsiders. &lt;br /&gt;
&lt;br /&gt;
The Captain has decided that come '''July 12th''' the Scurvy Crew will educate them in murder and inebriated property destruction. All crewmembers be hereby given notice to gather in the jungle outside of Wicksick in anticipation of our July 12th pillaging. Sharpen your cutlasses and fill up your rum flasks because there's more than enough murdering for any pirate!!!! &lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*'''ANNIHILATE THE RUMLESS, ELEPHANT-WORSHIPING NATIVES OF WICKSICK'''&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*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. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*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 the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
When the crew left for the Dalpok raid they were tied with tea-swilling monarchists for dominance of the island. In as little as two weeks the ranks have swelled to DOUBLE what they were when we left. The Captain be pleased to see so many lime-eating parrot perches have returned to the crew. &lt;br /&gt;
&lt;br /&gt;
With Shore Leave over all crewmembers be advised to report to the jungle outside Wicksick. We be forgoing the naming of a particular spot to rally our band of brigands as there's no mecca of piratedom like the Shipwreck outside Wicksick. Just blend into the jungle and hopefully the stench of rum, gold, and blood won't give you away to the parrot-eaters before the ultra-violence on the 12th. &lt;br /&gt;
&lt;br /&gt;
The Captain's will be that any crewmembers still lingering around the wreck should announce the coming raid by writing it in the sand and placing signs for all to see. Inquirers should be directed to this wiki or simply told to go to Wiksik with rum on their breath and murder in their hearts... &lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] Eye, it's good fun raiding the natives. Got 5 kills so far. Going back for the shaman. Who's with me eh???&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] HA HA HA HA HA HA!!!! HERE I COME, WIKSIKS!!!!!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
&lt;br /&gt;
The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
&lt;br /&gt;
== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for everyone]]&lt;br /&gt;
[[Category:Officially recognized clans]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:'''  The Captain has commenced hostilities with two, particularly foul-smelling natives, and is now awaiting the arrival of the rest of the crew before he makes his second run through the village. &lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan:''' 1 Not even the Captain shall beat me on this raid! I am Dan of the Strumpet, I FEAR NONE! (Aiming for 25, will of course die many times in between due to me being mental!)&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' Harrr... I shall not count the heads... I shall KILL, PLUNDER, BURN, AND RAPE... or may that be that the order will be diffrent...&lt;br /&gt;
&lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett:''' &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:'''&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' &lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;br /&gt;
&lt;br /&gt;
'''b4ll54ck kill3r:'''&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8125</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8125"/>
		<updated>2006-07-08T20:33:20Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* Natives Killed List: Wicksick Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=HAR,HAHARHHARHAAAHRRR!!!!=&lt;br /&gt;
&lt;br /&gt;
Pull up your pants and throw out your empty rum bottles because '''shore leave is over!!!''' The Captain has decided that [http://wiki.shartak.com/index.php/Wiksik Wicksick] will be the location of the Scurvy Crew of the Hell-Born Strumpet's second raid!!!! The Captain has already slain two of the local defenders and is shocked to learn that they have no fear of pirates. This be not a fault of theirs. It be the mistake of all pirates, that we have not shown them all the fun they're missing in their wretched existences as rumless natives. They even committed a sin to piratedom and referred to Captain Whitney as an Outsider, and not as a grog-chugging, mermaid-coveting, pirate. They are obviously unaware of the depths of drunken cruelty that distinguishes Pirates from Outsiders. &lt;br /&gt;
&lt;br /&gt;
The Captain has decided that come '''July 12th''' the Scurvy Crew will educate them in murder and inebriated property destruction. All crewmembers be hereby given notice to gather in the jungle outside of Wicksick in anticipation of our July 12th pillaging. Sharpen your cutlasses and fill up your rum flasks because there's more than enough murdering for any pirate!!!! &lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*'''ANNIHILATE THE RUMLESS, ELEPHANT-WORSHIPING NATIVES OF WICKSICK'''&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*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. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*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 the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
When the crew left for the Dalpok raid they were tied with tea-swilling monarchists for dominance of the island. In as little as two weeks the ranks have swelled to DOUBLE what they were when we left. The Captain be pleased to see so many lime-eating parrot perches have returned to the crew. &lt;br /&gt;
&lt;br /&gt;
With Shore Leave over all crewmembers be advised to report to the jungle outside Wicksick. We be forgoing the naming of a particular spot to rally our band of brigands as there's no mecca of piratedom like the Shipwreck outside Wicksick. Just blend into the jungle and hopefully the stench of rum, gold, and blood won't give you away to the parrot-eaters before the ultra-violence on the 12th. &lt;br /&gt;
&lt;br /&gt;
The Captain's will be that any crewmembers still lingering around the wreck should announce the coming raid by writing it in the sand and placing signs for all to see. Inquirers should be directed to this wiki or simply told to go to Wiksik with rum on their breath and murder in their hearts... &lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] Eye, it's good fun raiding the natives. Got 5 kills so far. Going back for the shaman. Who's with me eh???&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] HA HA HA HA HA HA!!!! HERE I COME, WIKSIKS!!!!!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
&lt;br /&gt;
The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
&lt;br /&gt;
== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for everyone]]&lt;br /&gt;
[[Category:Officially recognized clans]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:'''  The Captain has commenced hostilities with two, particularly foul-smelling natives, and is now awaiting the arrival of the rest of the crew before he makes his second run through the village. &lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan:''' 1 Not even the Captain shall beat me on this raid! I am Dan of the Strumpet, I FEAR NONE! (Aiming for 25, will of course die many times in between due to me being mental!)&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' Harrr... I shall not count the heads... I shall KILL, PLUNDER, BURN, AND RAPE... or may that be that the order will be diffrent...&lt;br /&gt;
&lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett:''' &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:'''&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' &lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;br /&gt;
&lt;br /&gt;
'''b4ll54ck kill3r:'''&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8100</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8100"/>
		<updated>2006-07-07T13:39:29Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* MR. BADHAMMER!! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=HAR,HAHARHHARHAAAHRRR!!!!=&lt;br /&gt;
&lt;br /&gt;
Pull up your pants and throw out your empty rum bottles because '''shore leave is over!!!''' The Captain has decided that [http://wiki.shartak.com/index.php/Wiksik Wicksick] will be the location of the Scurvy Crew of the Hell-Born Strumpet's second raid!!!! The Captain has already slain two of the local defenders and is shocked to learn that they have no fear of pirates. This be not a fault of theirs. It be the mistake of all pirates, that we have not shown them all the fun they're missing in their wretched existences as rumless natives. They even committed a sin to piratedom and referred to Captain Whitney as an Outsider, and not as a grog-chugging, mermaid-coveting, pirate. They are obviously unaware of the depths of drunken cruelty that distinguishes Pirates from Outsiders. &lt;br /&gt;
&lt;br /&gt;
The Captain has decided that come '''July 12th''' the Scurvy Crew will educate them in murder and inebriated property destruction. All crewmembers be hereby given notice to gather in the jungle outside of Wicksick in anticipation of our July 12th pillaging. Sharpen your cutlasses and fill up your rum flasks because there's more than enough murdering for any pirate!!!! &lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*'''ANNIHILATE THE RUMLESS, ELEPHANT-WORSHIPING NATIVES OF WICKSICK'''&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*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. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*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 the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
When the crew left for the Dalpok raid they were tied with tea-swilling monarchists for dominance of the island. In as little as two weeks the ranks have swelled to DOUBLE what they were when we left. The Captain be pleased to see so many lime-eating parrot perches have returned to the crew. &lt;br /&gt;
&lt;br /&gt;
With Shore Leave over all crewmembers be advised to report to the jungle outside Wicksick. We be forgoing the naming of a particular spot to rally our band of brigands as there's no mecca of piratedom like the Shipwreck outside Wicksick. Just blend into the jungle and hopefully the stench of rum, gold, and blood won't give you away to the parrot-eaters before the ultra-violence on the 12th. &lt;br /&gt;
&lt;br /&gt;
The Captain's will be that any crewmembers still lingering around the wreck should announce the coming raid by writing it in the sand and placing signs for all to see. Inquirers should be directed to this wiki or simply told to go to Wiksik with rum on their breath and murder in their hearts... &lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] Eye, it's good fun raiding the natives. Got 5 kills so far. Going back for the shaman. Who's with me eh???&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] HA HA HA HA HA HA!!!! HERE I COME, WIKSIKS!!!!!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] (Got my leadership skill Capt'n... awaiting orders...)&lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
&lt;br /&gt;
The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
&lt;br /&gt;
== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for everyone]]&lt;br /&gt;
[[Category:Officially recognized clans]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:'''  The Captain has commenced hostilities with two, particularly foul-smelling natives, and is now awaiting the arrival of the rest of the crew before he makes his second run through the village.&lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan:''' I'm hurt that ye left without me, Captain. Lets Go!!!&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' &lt;br /&gt;
&lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett:''' &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:'''&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' &lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8099</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8099"/>
		<updated>2006-07-07T13:30:58Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* Natives Killed List: Wicksick Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=HAR,HAHARHHARHAAAHRRR!!!!=&lt;br /&gt;
&lt;br /&gt;
Pull up your pants and throw out your empty rum bottles because '''shore leave is over!!!''' The Captain has decided that [http://wiki.shartak.com/index.php/Wiksik Wicksick] will be the location of the Scurvy Crew of the Hell-Born Strumpet's second raid!!!! The Captain has already slain two of the local defenders and is shocked to learn that they have no fear of pirates. This be not a fault of theirs. It be the mistake of all pirates, that we have not shown them all the fun they're missing in their wretched existences as rumless natives. They even committed a sin to piratedom and referred to Captain Whitney as an Outsider, and not as a grog-chugging, mermaid-coveting, pirate. They are obviously unaware of the depths of drunken cruelty that distinguishes Pirates from Outsiders. &lt;br /&gt;
&lt;br /&gt;
The Captain has decided that come '''July 12th''' the Scurvy Crew will educate them in murder and inebriated property destruction. All crewmembers be hereby given notice to gather in the jungle outside of Wicksick in anticipation of our July 12th pillaging. Sharpen your cutlasses and fill up your rum flasks because there's more than enough murdering for any pirate!!!! &lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*'''ANNIHILATE THE RUMLESS, ELEPHANT-WORSHIPING NATIVES OF WICKSICK'''&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*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. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*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 the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
When the crew left for the Dalpok raid they were tied with tea-swilling monarchists for dominance of the island. In as little as two weeks the ranks have swelled to DOUBLE what they were when we left. The Captain be pleased to see so many lime-eating parrot perches have returned to the crew. &lt;br /&gt;
&lt;br /&gt;
With Shore Leave over all crewmembers be advised to report to the jungle outside Wicksick. We be forgoing the naming of a particular spot to rally our band of brigands as there's no mecca of piratedom like the Shipwreck outside Wicksick. Just blend into the jungle and hopefully the stench of rum, gold, and blood won't give you away to the parrot-eaters before the ultra-violence on the 12th. &lt;br /&gt;
&lt;br /&gt;
The Captain's will be that any crewmembers still lingering around the wreck should announce the coming raid by writing it in the sand and placing signs for all to see. Inquirers should be directed to this wiki or simply told to go to Wiksik with rum on their breath and murder in their hearts... &lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] Eye, it's good fun raiding the natives. Got 5 kills so far. Going back for the shaman. Who's with me eh???&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] HA HA HA HA HA HA!!!! HERE I COME, WIKSIKS!!!!!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] (Got my leadership skill Capt'n... awaiting orders...)&lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
&lt;br /&gt;
The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
&lt;br /&gt;
== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for everyone]]&lt;br /&gt;
[[Category:Officially recognized clans]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:'''  The Captain has commenced hostilities with two, particularly foul-smelling natives, and is now awaiting the arrival of the rest of the crew before he makes his second run through the village.&lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan:''' I'm hurt that ye left without me, Captain. Lets Go!!!&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' &lt;br /&gt;
&lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett:''' &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:'''&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' &lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Locations&amp;diff=3550</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Locations&amp;diff=3550"/>
		<updated>2006-04-12T03:34:02Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: /* Tunnel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
At present it doesn't look like there's any way to change which of the villages you call your home.&lt;br /&gt;
&lt;br /&gt;
== Native Villages ==&lt;br /&gt;
&lt;br /&gt;
=== [[Dalpok]] ===&lt;br /&gt;
* Location: To the west of the mountain.&lt;br /&gt;
* Shaman: Shubar&lt;br /&gt;
* GPS coordinates: -70.436,+26.443 (Shaman location)&lt;br /&gt;
&lt;br /&gt;
=== [[Raktam]] ===&lt;br /&gt;
* Location: To the east of the mountain.&lt;br /&gt;
* Shaman: Najdam&lt;br /&gt;
* GPS coordinates: -70.323,+26.470 (Shaman location)&lt;br /&gt;
&lt;br /&gt;
=== [[Wiksik]] ===&lt;br /&gt;
* Location: To the south-east of the mountain.&lt;br /&gt;
* Shaman: Tapran&lt;br /&gt;
* GPS coordinates: -70.239,+26.405 (Shaman location)&lt;br /&gt;
&lt;br /&gt;
== Outsider Villages ==&lt;br /&gt;
&lt;br /&gt;
=== [[Durham]] ===&lt;br /&gt;
* Location: The south-west edge of the island.&lt;br /&gt;
* Shaman: Kadmor&lt;br /&gt;
* GPS coordinates -70.648,+26.343 (Shaman location)&lt;br /&gt;
&lt;br /&gt;
=== [[York]] ===&lt;br /&gt;
* Location: The centre of the southern edge of the island.&lt;br /&gt;
* Shaman: Kahuni&lt;br /&gt;
* GPS coordinates: -70.371,+26.314 (Shaman location)&lt;br /&gt;
&lt;br /&gt;
=== [[Derby]] ===&lt;br /&gt;
* Location: Towards the south-east corner of the island.&lt;br /&gt;
* Shaman: Balchig&lt;br /&gt;
* GPS coordinates: -70.095,+26.350 (Shaman location)&lt;br /&gt;
&lt;br /&gt;
=== [[Shipwreck]] ===&lt;br /&gt;
* Location: Towards the north-west edge of the island.&lt;br /&gt;
* Shaman: Jakota&lt;br /&gt;
* GPS coordinates: -70.541,+26.543 (Shaman location)&lt;br /&gt;
&lt;br /&gt;
== Other Features ==&lt;br /&gt;
&lt;br /&gt;
=== Terrain Types ===&lt;br /&gt;
Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.&lt;br /&gt;
&lt;br /&gt;
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled &amp;quot;Dalpok&amp;quot; instead of &amp;quot;Jungle&amp;quot;. Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.&lt;br /&gt;
&lt;br /&gt;
=== Beach ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#ffebcd;font-family:Verdana;&amp;quot;&amp;gt;Beach&amp;lt;/div&amp;gt;&lt;br /&gt;
Nothing specific is known at this time.&lt;br /&gt;
*'''Movement cost:''' ''1 AP''&lt;br /&gt;
*'''Search cost:''' ''1 AP''&lt;br /&gt;
&lt;br /&gt;
=== Grassland ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#e6f5b1;font-family:Verdana;&amp;quot;&amp;gt;Grassland&amp;lt;/div&amp;gt;&lt;br /&gt;
There's a swath of grassland cutting north-south, a few clicks west of Dalpok. Can be found by following the road north from Derby.&lt;br /&gt;
*'''Movement cost:''' ''? AP''&lt;br /&gt;
*'''Search cost:''' ''? AP''&lt;br /&gt;
&lt;br /&gt;
=== Jungle ===&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#337033;font-family:Verdana;&amp;quot;&amp;gt;Jungle &amp;lt;small&amp;gt;(d10)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#338033;font-family:Verdana;&amp;quot;&amp;gt;Jungle &amp;lt;small&amp;gt;(d9)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#339033;font-family:Verdana;&amp;quot;&amp;gt;Jungle &amp;lt;small&amp;gt;(d8)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33a033;font-family:Verdana;&amp;quot;&amp;gt;Jungle &amp;lt;small&amp;gt;(d7)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33b033;font-family:Verdana;&amp;quot;&amp;gt;Jungle &amp;lt;small&amp;gt;(d6)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33c033;font-family:Verdana;&amp;quot;&amp;gt;Jungle &amp;lt;small&amp;gt;(d5)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d033;font-family:Verdana;&amp;quot;&amp;gt;Jungle &amp;lt;small&amp;gt;(d4)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d733;font-family:Verdana;&amp;quot;&amp;gt;Jungle &amp;lt;small&amp;gt;(d3)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33e033;font-family:Verdana;&amp;quot;&amp;gt;Jungle &amp;lt;small&amp;gt;(d2)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33f033;font-family:Verdana;&amp;quot;&amp;gt;Jungle &amp;lt;small&amp;gt;(d1)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#aa8866;font-family:Verdana;&amp;quot;&amp;gt;Jungle &amp;lt;small&amp;gt;(d0)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
It is everywhere, some places it is too thick to travel through and you will have to use a machete to chop through.&lt;br /&gt;
&lt;br /&gt;
Density 10 must be chopped. Density 9 is thick vegetation. Desnity 5-8 provides tree cover. Density 2-4 provides grass cover. Density 1 is weeds. Density 0 is soil.&lt;br /&gt;
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the '''[[Skills|Trekking]]''' skill)&lt;br /&gt;
*'''Search cost:''' ''1 AP''&lt;br /&gt;
&lt;br /&gt;
=== Mountain ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#666666;font-family:Verdana;&amp;quot;&amp;gt;Mountain&amp;lt;/div&amp;gt;&lt;br /&gt;
Impassable mountain in the middle of Shartak. Seems quite large. A waterfall on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.&lt;br /&gt;
&lt;br /&gt;
=== Swamp ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#887722;font-family:Verdana;&amp;quot;&amp;gt;Swamp&amp;lt;/div&amp;gt;&lt;br /&gt;
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp.&lt;br /&gt;
*'''Movement cost:''' ''2 AP''&lt;br /&gt;
*'''Search cost:''' ''3 AP''&lt;br /&gt;
&lt;br /&gt;
=== Water ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;&amp;quot;&amp;gt;Water&amp;lt;/div&amp;gt;&lt;br /&gt;
Water surrounds the island and can be found in various rivers and lakes on the island.&lt;br /&gt;
*'''Movement cost:''' ''2 AP'' (''1 AP'' with the '''[[Skills|Swimming]]''' skill)&lt;br /&gt;
*'''Search cost:''' ? AP&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#4444af;font-family:Verdana;&amp;quot;&amp;gt;Water&amp;lt;/div&amp;gt;&lt;br /&gt;
Deeper water can be found further out.&lt;br /&gt;
&lt;br /&gt;
[[Animals|Sharks]], which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a [[Items|first aid kit]] or [[Items|healing herbs]].&lt;br /&gt;
*'''Movement cost:''' ''3 AP'' (''2 AP'' with the '''[[Skills|Swimming]]''' skill)&lt;br /&gt;
*'''Search cost:''' ? AP&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#22228f;font-family:Verdana;&amp;quot;&amp;gt;Ocean&amp;lt;/div&amp;gt;&lt;br /&gt;
Ocean water is inaccessible.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
&lt;br /&gt;
==== Bush ====&lt;br /&gt;
[[Image:Tree.gif]]&lt;br /&gt;
&lt;br /&gt;
Found &amp;quot;a bush covered in berries&amp;quot; in the jungle to the east of Dalpok. Bushes may contain &amp;quot;Poisonous&amp;quot; berries which inflict damage.&lt;br /&gt;
&lt;br /&gt;
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452], [-70.501,+26.502]&lt;br /&gt;
&lt;br /&gt;
==== Mango Tree ====&lt;br /&gt;
[[Image:Tree.gif]]&lt;br /&gt;
&lt;br /&gt;
Found a mango tree on the road leading north from Derby.  Searching seems to provide a ready source of mangoes, predictably.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.380,+26.369], [-70.189,+26.429], [-70.094,+26.376]&lt;br /&gt;
&lt;br /&gt;
==== Banana Tree ====&lt;br /&gt;
[[Image:Tree.gif]]&lt;br /&gt;
&lt;br /&gt;
A banana tree, it appears as a little tree icon in the corner of a map square. Seems to be a reliable source of bananas.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377] (no icon)&lt;br /&gt;
&lt;br /&gt;
==== Unknown Trees ====&lt;br /&gt;
[[Image:Tree.gif]]&lt;br /&gt;
&lt;br /&gt;
These are trees whose locations are known, but not what type of fruit they bear.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.401,+26.502], [-70.435,+26486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372], [-70.094,+26.376], [-70.082,+26.393], [-70.083,+26.390], [-70.111,+26.407], [-70.123,+26.389], [-70.129,+26.392]&lt;br /&gt;
&lt;br /&gt;
==== Cave ====&lt;br /&gt;
Cave spotted somewhere near Dalpok. Unexplored.&lt;br /&gt;
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself.&lt;br /&gt;
&lt;br /&gt;
==== Hut ====&lt;br /&gt;
[[Image:Hut.gif]]&lt;br /&gt;
&lt;br /&gt;
Huts are generally found in Villages. Players can enter or leave a hut for 1 AP. A player inside a hut can no longer see any outside squares. The map shrinks to a 3x3 grid, that only reveals the hut interior and a grey border. The number of players that can fit inside one hut is unknown.&lt;br /&gt;
&lt;br /&gt;
Huts tend to look the same on the outside, but each one has its own description inside. Upon entering a hut, you may find that it is &amp;quot;empty&amp;quot; or &amp;quot;dishevelled&amp;quot; or quite possibly something else entirely. Certain huts provide specific resources depending on their description.&lt;br /&gt;
&lt;br /&gt;
Players can carve messages on the outside walls of huts with a tool such as a knife.&lt;br /&gt;
&lt;br /&gt;
==== Ruins ====&lt;br /&gt;
[[Image:Ruins.gif]]&lt;br /&gt;
&lt;br /&gt;
On the west bank of the river that runs south from the mountain.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.391,+26.480], [-70.111,+26.378], [-70.666,+26.354]&lt;br /&gt;
&lt;br /&gt;
==== Tunnel ====&lt;br /&gt;
At least one tunnel traverses through a mountain. &lt;br /&gt;
&lt;br /&gt;
(easy to get lost in. also it seems to contain nothing but rats and other players who are lost.)&lt;br /&gt;
&lt;br /&gt;
==== Temple Ruins ====&lt;br /&gt;
South of the Ship wreck lies the ruins of a temple which is populated by monkeys and stalked by elephants.&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
Based on the number above and some of my own observations, I reckon that Shartak is ten days travel East-West and about about four days North-South. This is assuming 1 AP per square of movement. At 15 miles/24 km per day that would make Shartak 150 miles by 60 miles or 240 km by 96 km. I've pulled the distance per day out of my head, but it does give an idea of scale.&lt;br /&gt;
&lt;br /&gt;
Figure out the size of the gps units and find the outer bounds of the gps co-ordinates to get a more accurate size.&lt;br /&gt;
:So that isn't an accurate guess? :) Measuring the distance from 70E 26S to 71E 26S gives about 100km (62.5 miles). This would mean each block is 0.1km. Distance east-west is 67.4km, north-south is 26.8km (possibly a bit more). Is that any better?&lt;br /&gt;
&lt;br /&gt;
::Sounds pretty close to what I got for the per-block measurements. --[[User:Simon|Simon]] 02:24, 6 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Badhammer&amp;diff=2996</id>
		<title>User:Badhammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Badhammer&amp;diff=2996"/>
		<updated>2006-03-27T16:25:14Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
oii!!! right! this is the dread pirate badhammer.&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Pirates_of_the_Caribbean_Alliance&amp;diff=2995</id>
		<title>Pirates of the Caribbean Alliance</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Pirates_of_the_Caribbean_Alliance&amp;diff=2995"/>
		<updated>2006-03-27T16:23:20Z</updated>

		<summary type="html">&lt;p&gt;Badhammer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Pirates of the Caribbean Alliance|&lt;br /&gt;
clan_image=[[Image:Piratescaribbean.gif]]|&lt;br /&gt;
clan_abbrev=PCA?|&lt;br /&gt;
clan_leaders=None|&lt;br /&gt;
clan_membership=As many as there are pirates|&lt;br /&gt;
clan_goals=To help all pirates|&lt;br /&gt;
clan_recruit=|&lt;br /&gt;
clan_contact=|&lt;br /&gt;
}}&lt;br /&gt;
'''Pirates of the Caribbean Alliance'''&lt;br /&gt;
&lt;br /&gt;
Ahoy! me hearties! I be tryin' t' figure ou' how t' start th' Shipmates o' th' Caribbean Alliance (Pirates of the Caribbean Alliance), I say alliance on accoun' o' sea dogs follow nay orders an' do what we want, so 't shouldna be a very organized clan wi' leaders an' such, more o' a alliance 'ere we can organize attacks t' pillage an' dance. We will work wi' any seafarin' hearty, sea dog, swashbuckler, gentleman o' fortune, bucaneer, freedom lo'er, or other Pirate Clan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(1600 GMT) Join me in a raid o' th' native village o' ******! I will leave from th' shaman an' hade directly SE fer 50 AP worth an' move again next high tide' at this time.--[[User:El Pirata Cofresi|El Pirata Cofresi]] 16:38, 22 March 2006 (GMT)&lt;br /&gt;
*I be waitin' Sou'east o' the ship fer days now, trying to found this sort o' enclave. I'll try an' find me way to the scurvy village X. - The Pirate&lt;br /&gt;
&lt;br /&gt;
Avast shipmates! I will move another 50 paces or up t' th' village edge. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 16:05, 23 March 2006 (GMT)Arrrr! 48 paces t' th' edge jus' outisde an' I find me first native! From our shaman at th' shipwreck t' the'r village straight SE be exactly 99 paces! I will wait here wi' this friendly native. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 16:11, 23 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
OI!!! ay mate i killed mah second native. can't find the village but i must be close. me and my mate here are resting by a tree getting ready for the attack. do we have our own trader or do we need to hustle th' nnatives?&lt;br /&gt;
--[[User:badhammer|badhammer]] 12:11, 27 March 2006 (GMT)&lt;br /&gt;
[[Category:Clans]] [[Category:Clans for Outsiders]]&lt;/div&gt;</summary>
		<author><name>Badhammer</name></author>
		
	</entry>
</feed>