\documentstyle[rotate]{article}

% this shouldn't be needful, but the newtex rotate.sty loses stuff...
% sending in a bug report, hopefully that will get fixed
\ifx\rotate\ThisMacroIsNotDefined  % steal defs from old rotate.sty
  \makeatletter
  \newbox\@rotbox
  \def\rotate{\@ifnextchar[{\@rotate}{\@rotate[l]}}
  \def\@rotate[#1]#2{\setbox\@rotbox=\hbox{#2}\@nameuse{rot#1}\@rotbox}
  \makeatother
\fi

\setlength{\topmargin}{-1in}
\setlength{\oddsidemargin}{0.0in}
\setlength{\evensidemargin}{0.0in}
\setlength{\textheight}{9.5in}
\setlength{\textwidth}{6.5in}

\font\headerfont=pagd8r % AvantGarde-Demi

\def\emph#1{\def\mayitalcorr{\if\nextchar.\else\if\nextchar,\else\/\fi\fi}%
	{\em #1}\futurelet\nextchar\mayitalcorr}

\newcommand{\bfit}[1]{\item {\bf #1}}

\newenvironment{items}{
	\begin{list} {$\bullet$} {}
	\setlength{\itemsep}{0em}
	\setlength{\topsep}{0em}
	\setlength{\parsep}{0em}
	\setlength{\partopsep}{0em}
}{\end{list}}

\newcommand{\re}[1]{{\bf \ref{#1}~#1}}
\newcommand{\See}[1]{See~\re{#1}}
\newcommand{\see}[1]{see~\re{#1}} 
\newcommand{\aSee}[1]{See~{\bf Appendix}~\re{#1}}
\newcommand{\asee}[1]{see~{\bf Appendix}~\re{#1}}

\makeatletter
\renewcommand{\section}{\@startsection
  {section}       {1}{-.5in}{.5\baselineskip}{-\parindent}{\headerfont} }
\renewcommand{\subsection}{\@startsection
  {subsection}    {2}{-.5in}{.5\baselineskip}{-\parindent}{\headerfont} }
\renewcommand{\subsubsection}{\@startsection
  {subsubsection} {3}{-.5in}{.5\baselineskip}{-\parindent}{\headerfont} }
\makeatother

\newcommand{\lsection}[1]{\section{#1} \label{#1}}
\newcommand{\lsubsection}[1]{\subsection{#1} \label{#1}}
\newcommand{\lsubsubsection}[1]{\subsubsection{#1} \label{#1}}


\begin{document}

\special{header=duplex}

\begin{center}
{\Huge\bf Standard Rules} \vspace{.15cm} \\
{\large for MIT Assassins' Guild games} \vspace{.15cm} \\
{\def\thefootnote{\fnsymbol{footnote}}\LARGE\bf 1998--99 Edition\footnote[2]{
	New editions will reflect changes in what games have been doing.  
	These year-to-year changes are expected to be small.}}
\vspace{.15cm} \\
{\small \copyright 1997--98 Jamie Morris (editor) and the MIT Assassins' Guild}
\end{center}

\pagenumbering{roman}
\addcontentsline{toc}{section}{\protect\vspace{0em}}
\section*{Preface}

This document is presented as a set of Standard Rules for Assassin
games.  That is, it is a compilation of the often-used rules that can
be conveyed to experienced Players by something like ``you know,
standard Killing Blow.''  \emph{No claim is made that these rules are
best in any way nor that they have prescriptive force --- just that
they are, in practice, standard.}  Most of them are so standard the SR
presents them just as rules; some say ``By default...'' or ``Unless
otherwise specified...''  because while GMs will often want to leave
it at that, they'll often want to do something more complicated.
Games of any length and size should be able to take advantage of the SR.

By setting such standard material off in a separate package, we
attempt to eliminate the need for experienced Players to have to keep
rereading it, and for GM teams to have to keep writing it out.  By
being a tutorial for newcomers and a reference for experienced
Players, the SR allows game-specific rules to be very short and
pointed without sacrificing anything.  For instance, FAQs can have
clear defaults which don't need to be verified nor worried about in
the middle of combat.  Game-specific nonstandard rules will, by virtue
of being set off in a separate, short document, be highlighted and
thus much more memorable than when buried in pages of otherwise
standard stuff.

An Assassin game is about what the \emph{Characters} are doing.  The
rules are merely a necessary interface between Player and Character
reality; if we just wanted to hack systems, we'd be playing tabletop
games.  Writing rules is one of the least enjoyable parts of
game-writing; perhaps this document can free GM teams of part of that
chore, and let them get on with the meat of the game.


\subsection*{How to use this document}

If you are a Player in a game that's using the Standard Rules, well,
they're rules.  If you haven't read them, you should.  Once you've
read them, you probably won't need to reread much in the future,
especially of the earlier sections; glance through and see what you're
not sure about.  Remember that you are, as always, responsible for
knowing the game's rules, so if the game uses the Standard Rules
you're responsible for knowing them.

If you are a GM team using the Standard Rules, here's how we recommend
you deal: Have a game-specific rules document which proclaims that the
Standard Rules are in effect, goes into what rules you have beyond the
SR, and draws attention to which of the latter override SR stuff ---
this may be nothing!  (A template is available in {\tt /mit/jemorris/Rules}.)
Tell Players beforehand that you are using the SR, and point them to
{\tt /mit/jemorris/Rules}.  Divide your rules seminar up into an early
part for the newcomers at which you go over the SR (have some copies for
them), followed by an all-Players part for your game-specific rules.

\tableofcontents 
\newpage 
\pagenumbering{arabic}

\lsection{Assassin Games and Rules}

Live Action Role-Playing (LARP, of which Assassin is one form) is like
a cross between tabletop role-playing (e.g.~D\&D) and theater.  You can
think of it like a tabletop-style RPG where the Players act out their
Characters' actions in realspace and realtime, instead of just saying
what they do, or as a play where the actors know their characters and
goals, but have no script --- Assassin is where these converge.
Because of this, the world does not depend on continual feedback with
a Game Master; this means there can be dozens of Players wandering
over a large area, instead of a half dozen sitting around a table.
Further, your opponents are the other \emph{Players}, playing
Characters with their own goals, instead of a GM's monsters and
dungeons.  LARP offers more adrenaline thrill than either theater,
with its predetermined script and lack of goals, or tabletop RPGs,
where you don't get to actually shoot your foe with a gun or outwit
Players.

This document contains Standard Rules for Assassin games; see the
preface for what that means.  If you've been pointed to it for a game,
the GMs are using it as the basis of their rule set.  Keep in mind
that the game-specific rules always override the Standard Rules.  You
should read through the rules documents carefully and familiarize
yourself with them --- if you've played before, you should still
carefully read the game-specific rules and take note of which if any
of the Standard Rules are overridden.

If you have any doubts about the rules or how the GMs interpret them,
talk it over with a GM in advance.  If you make a mistake because you
didn't read the rules or didn't ask a GM to clarify, you're out of
luck.

{\bf All GM rulings are final and override the rules.}  You may disagree
with a ruling, you may not like the rules, but they apply equally to
everyone.  Remember that there are things you don't know that may 
influence GM rulings.

If you're not sure whether something is legal, ask a GM. If you can't
find a GM to ask, assume it's not legal and don't do it.

Please note that many of the rules are almost impossible to enforce,
so the game relies heavily upon the \emph{honor system}.  Remember,
it's only a game.  It's supposed to be fun.  We hope that you agree
that it is no fun to win by cheating.  Be your own harshest critic.

Playing loopholes in the rules is also frowned upon.  This is a
role-playing game, not a law school.  The GMs reserve the right to
make decisions which violate the letter of the rules in order to
preserve their spirit.

Assassin games are often tightly plotted.  People may depend on your
presence and actions in order to complete their own plots.  If you are
not going to spend any time in game, please turn in your Character
Packet so the GMs can give it to someone else.  If you are unexpectedly
hosed, please try to warn the GMs and your allies.

\lsection{Reality and Game Reality}

This is only a game.  Remember the difference between reality and game
reality. This game does {\bf not} give you the right to do anything
normally prohibited --- hacking is right out.

You yourself are a \emph{Player}.  In the game, you are playing the
part of a \emph{Character}.  (Specifically, a \emph{Player Character},
or ``PC,'' as opposed to an ``NPC'' (\see{Non-Player Characters}).)
To some extent, this will require you to pretend that you have a split
personality --- your Character may have different tastes, background,
knowledge, and morals than you, the Player.  Think of yourself as an
actor taking on a role.

At times during the game, emotions may run high.  You may find that
your Character has gotten into a horrible argument with another
Character and is quite angry.  This is OK; if you're really
role-playing well, this can even be a lot of fun.  If you find that the
argument has crossed that Player / Character line, and you, the 
\emph{Player}, are getting angry with the other \emph{Player}, this is not
acceptable --- it is no longer fun.

If you notice that you've crossed this line, you should take a break
for a little while to calm down again.  If you think someone else is
crossing this line, you might politely suggest that they do the same,
but don't push the point.  Some particularly good role-players can
portray anger VERY convincingly without actually feeling any.
 
If someone politely suggests that \emph{you} take a break to calm down,
please consider doing so.  Perhaps you crossed the line without
noticing it.

There is a sharp distinction between Player reality and Character
reality. Players are expected to treat each other with courtesy and to
explain to other Players what their Characters perceive in confusing
situations (``My Character's hands are covered in blood.'')
Characters are under no such restrictions, and should do what it takes
to further their goals (``Uh, hi Bob.  Just got back from the butcher
shop.'')  As this example indicates, \emph{while {\bf Characters} may lie to
other Characters at almost any time about anything, {\bf Players} may
{\bf never} lie to anybody about anything}.

\filbreak

\lsection{People}

\lsubsection{Non-Players}

There are lots of people around who aren't involved in the Guild, some
of whom dislike us.  Games shouldn't annoy these people; this is
impolite and can get the Guild in trouble.  The easiest way to avoid
annoying Non-Players would be for them to never even discover that a
game is happening.  This is rather impractical, so we do what we can
to make it less obvious.

\filbreak

The Guild tries to reserve relevant rooms when possible, but there
might always be Non-Players around.  Many of them may even be trying
to do productive work, so disturbing behaviors should be taken
elsewhere.  Disturbing behaviors include: being noisy, especially near
places where they work; running; blocking hallways (it takes very few
people to accidentally do this); taking actions which make people
nervous or uncomfortable (like using threatening body language);
having conversations where the NPs hear snatches like ``bomb'' or
``kill them all'' (some weirdos will think you mean it).

\filbreak

If someone asks what you're doing, tell them you're playing a game
with the MIT Assassins' Guild. If they persist, direct them to the
GMs.  The Campus Police \emph{should} have been told that there's a
game going on, and this \emph{should} have propagated to all the
individual CPs, but this doesn't always work perfectly.  Their job
requires that they investigate odd activity.  If a CP asks you what
you're doing, tell them you're playing an Assassin game.  This will
disturb them much less than if you're evasive; after all, you aren't
doing anything wrong.  Don't argue; be polite.  Answer their questions
and tell them where the Control Room (\see{Administration}) is so they
can talk to the GMs.  Then come tell the GMs what happened.

\filbreak

If you are alone, or in a small group of normal-looking people (no
guns out or anything) and you see an NP, just act normal and \emph{walk
past}.  Don't stop; if you're standing still, someone who doesn't
realize that the NP is there may jump out and try to surprise you.
Just try to clear the area at a walking pace.  Similarly, if you are
about to ambush someone and see an NP, it is more important not to
bother the NP than to successfully ambush your target.  Having quiet
conversations with NPs around is OK in itself, but should be avoided
since someone in the group or coming upon you may wish to do something
more, like kill you all.

\filbreak

If you see an NP while in a combat situation, or if there are other
Players nearby who don't realize that a Non-Player is there, you
should call a \emph{Game Halt} (\see{Game Halts}); the Halt should be
held until the NP departs or a GM authorizes a location change.  (If
the Players all agree to end the action or relocate, that may be done
instead of calling a GM.)
 
\filbreak

Once the NP has left the area, play may begin again.  Someone
who sees the NP leave should call ``Resume'' loudly enough for
everyone in the area to hear it.  If things are crowded it is a good
idea to have one person count down, calling ``3, 2, 1, Resume'' so
that everyone knows exactly when play starts.

\filbreak

If, despite your most valiant efforts, some NPs do get upset,
{\bf call the GMs} and let them help calm them down!  Complaints to the
Dean's Office are to be avoided at all costs.

\filbreak

Do not deliberately use NPs as cover or otherwise attempt to take
advantage of the NP rules.  Play the spirit, not the letter; \emph{use
common sense.}

\filbreak

You are encouraged to spread the gospel of real-time, real-space
role-playing to your friends.  However, NPs cannot knowingly have any
effect in-game.  They may not be used to hold items or information or
deliberately spy for Players, nor can anything be hidden in a NP's
room, and they most certainly cannot help you kill someone.

\filbreak

\lsubsection{Non-Player Characters}

``Non-Player Characters,'' or ``NPCs,'' are something else
entirely. An NPC is a Character that \emph{does} exist in game, but
is being played temporarily by an Observer or GM.  NPCs, unlike NPs, 
\emph{can} be spoken to, bribed, attacked, killed\ldots{} in other words,
they are much like a Player Character.  NPCs of specific games may be
ruled to be all stupid, or impossible to persuade out of their jobs,
or always serve as witnesses, or never serve as witnesses, or\ldots{}.

\filbreak

\lsubsection{Observers}

A Observer is someone who is observing the game, but not
participating.  ``Ghost'' is an older term for this.  If you are
unsure whether someone is a NP or an observer, assume they are
an NP.  Observers will probably be required to wear a white headband
and/or an ``Observer'' badge while in game area.

The GMs may use Observers to do helpful things, such as tell you things
for the GMs.  When they're just hanging around, they shouldn't get in
your way, and must leave if you ask them to.

Anyone who wants to be an Observer must first contact the GMs, learn what
rules they apply to Observers, and get an appropriate white headband / badge.

\filbreak

\lsubsection{GMs and Game Mommies}

Gamemasters (GMs) are the people who wrote and are running the game.  
Often they have ``GM'' badges and/or white headbands.  

The GMs act as judges and referees for everything in game.  They are 
available to answer any questions about your Character, the rules, the
game, whatever.  They know your secret plots already, so you can talk
to them without fear; use them as a resource, it's one of their jobs.

\filbreak

While the GMs are friendly folks, the sometimes competitive
nature of the game will occasionally cause them to be stern as well.
A GM ruling on any situation is final.  You may not understand a ruling;
keep in mind that the GMs know lots of things about the game you don't.
Hopefully the ruling will make sense by the time it's all over.

\filbreak

Remember, the GMs are human.  They're also probably very stressed by
the effort of writing and running this game!  Be nice to them.  Yes,
they can make mistakes, and they can make rulings inconsistent with
game sheets or each other.  They might have a good reason, or they
might have just screwed up.  It happens; you should either live with
mistakes or point them out very politely, very calmly, \emph{once}.
Then keep on playing.

\filbreak

A Game Mommy is, despite the initials, not a GM.  It's someone who helps
the GMs write and/or run the game.  If the game has a Game Mommy around
during runtime, they're a good person to talk to for help understanding
what's going on, how games work, what strategies your packet suggests,
that kind of thing.  They won't give you rulings, but often have more
time than the GMs to give you advice.

\filbreak

\lsection{Character Packet}

Your Character Packet typically comes in a big manila envelope.  It
has your role --- who you are, what you're up to\ldots{} everything about your
part in the game.  Read all the contents thoroughly.

For purposes of game, Character Packets {\bf do not exist} and are
confidential.  Therefore, none of the contents, unless clearly stated
otherwise (the main example being the cards representing items),
should ever be shown to any other Player under any circumstances.
This also means that you should never look at anything from someone
else's packet.  It's usually best not to keep game items in Character
Packets, since people should be able to find your items but shouldn't
search your packet.

Even if you're positive someone else has an identical sheet, you still can't
look at each other's, nor should you talk about ``well, our Greensheet 
says\ldots{}'' --- your sheets don't exist ingame, so Characters shouldn't 
discuss them, and you might be wrong about having the same one (GMs love
to play tricks).

Some things that one often finds in packets (or is given by the GMs before
or after packet handout) are:

\begin{items}

\bfit{Badge:} In games using these, you must wear yours visibly at all
times while in game areas. One side will be black on white and is
visible when you are in-character (``Here''); it may contain such
things as Player name, Character name, badge number, appearance, or
other information.  There may be encoded information; for instance,
part of your badge number may represent your approximate age.  You
should not try to decode any information the GMs don't tell you about.
Badge numbers are not in-game info, so you should not discuss them
(though they may well trigger memory packets).

The other side is white on black and says ``I'M NOT HERE''; you wear that
when you're Not Here (\see{Not Here}).

If you lose your badge or for some reason need a new one, see the GMs.

You may have more than one badge in your packet!  (E.g.~``normal
human'' and ``werewolf form.'')  Read your sheets before deciding
which one you should be wearing.

\filbreak

\bfit{Badge Holder:}  If you're using badges, this should either be in
your packet, available at handout, or available shortly pregame.  Please
make sure it gets returned to the Guild, especially if it's one of the
splufty big ones that open at the top.

Badge holders are often convenient places for things like stat cards,
combat cards, and memory packets.  They're not good places for game items.

\filbreak

\bfit{Button:}  Games that don't have badges usually have buttons.
These are like badges except they often have less information on
them and they don't have a Not Here side, so when you're Not Here
you usually hold your hand over your button to indicate it.

\filbreak

\bfit{Character Sheet:}  (While called a ``sheet,'' this is probably
printed on multiple pieces of paper\ldots{}.)  This is the basis of
who you are and how you think.  It's sort of your Character's brain,
containing your personality, history, beliefs, quirks, loyalties,
passions, secret identity (if any), game goals, who your friends,
enemies, and allies are, etc.  This is probably the single most
important document in your Character Packet.  Become \emph{very}
familiar with it.

\filbreak

\bfit{Bluesheets:} These are sort of like character sheets for an
entire group of people.  Tradition prints them on blue paper. They
give information on motives, history, structure, etc., common to a
group.  Keep in mind that what a Bluesheet actually contains is what
you think \emph{everybody else} thinks.  Your personal views might
not be reflected at all by the Bluesheet. Your Character sheet will
\emph{always} override the information in a Bluesheet.

\filbreak

\bfit{Greensheets:} These sheets detail what special knowledge your
Character may have about a variety of subjects, and give some general
guidelines for what you can try to do with this knowledge.  Tradition
prints them on green paper.  If you wish to use your special knowledge
to try and accomplish something or learn something, or if you are
unsure of what your special knowledge may be good for, talk to a
GM. Greensheets, like Bluesheets, do not exist in the context of the
game.

The line between Bluesheets and Greensheets is often blurry, and some
games do not attempt to distinguish between them.  ``Information Sheets''
means Bluesheets and Greensheets.

\filbreak

\bfit{Stat Card:}  Many games have some sort of Statistics Card, which
may list information for general use like nationality and age; and/or
for public mechanics like your Hit Points (\see{Combat}); and/or for
private mechanics that some people, possibly including you, don't know
about (like magic or psi power).

Information like nationality and age, that real people know about
themselves, may be discussed freely.  Information about public
mechanics may only be given in detail if the GMs say so --- otherwise,
you can say ``I'm really pumped!'' but you can't say ``I have a
martial combat score of 30.''  Of course, whatever level of detail the
GMs allow, your Character is under no obligation to tell the truth
about it.  Stat cards fall into the class of things that can't be
shown to other Players.

Information about private mechanics that you happen to know about is 
like that for public mechanics:  you can say ``I have lots of psi power''
but you can't discuss point values unless the GMs say otherwise.  Note
that often some aspect of a mechanic makes it trivial; if you recover
psi points at one per hour, you could say ``It takes me ten hours to recover
if I use all my power.''  In these cases, assume you can discuss points
unless the GMs say otherwise.  Again, Characters can lie\ldots{}.

If you don't know what a certain stat means, you can't discuss it at
\emph{all}, or speculate about what it might represent.  It's purely
Player-level information.

Characters may have abilities that let them find out information about each
other's statistics.

The back of your Stat Card may have a Death Report Form (\see{Death}).

\filbreak

\bfit{Combat Cards:}  In games using cinematic combat (and some others),
your abilities in combat are represented by a set of out-of-game cards.
\See{Cinematic}.

\filbreak

\bfit{Items:}
Items are almost always represented by little white cards
with descriptions and numbers on them, along with ``Game Item: Freely
Transferable.''  As this indicates, these exist in game, you can show
them to people, and you can give them to people.  Occasional items are
on larger pieces of paper.  Some items may have props (called
``physical representations'' or ``physreps'') with them, in which case
the physrep and item cards should be kept together.  \See{Items}.

\filbreak

\bfit{Ability Cards:} These are cards with some information about
special abilities your Character has.  Any ability you have 
\emph{might} have a card with it, if only to remind you how the mechanic
works.  Abilities that work on another Character almost always have a card,
one side of which you show to the Player when you use the ability on their
Character, telling them what to do:  ``I have seduced you.  Come have sex
with me for fifteen minutes; we may not hurt each other for an hour.''
``Tell me your phi stat.''  ``You are paralyzed for ten minutes.''
You should show someone this part of the card when you use it on them;
show bystanders if and only if it would be obvious to their Characters
what you are doing --- ``My hands are glowing'' is pretty obvious to
everyone.

Abilities supersede the general rules of the game ---
e.g.~the rule ``when hit by a disk gun, fall down'' is superseded by
``special ability:  do not fall down when hit by a disk gun.''  Check
with the GMs if you aren't sure about something.

If you have any abilities you might want to use in a situation where
seconds count (for example, any combat or defensive abilities), become
familiar with their specifics now.  Combat won't stop for people to read
their character packets.

\filbreak

\bfit{Memory Packets:} These are usually small manila envelopes or
folded-and-stapled strips of paper.  A memory packet will have
something written on it letting you know when to open it and read
what's inside.  Typically this means that seeing someone (whose badge
number triggered the packet) or something, or hearing a phrase, jogged
your Character's memory: ``Hey, that's the man who killed your wife!
What's \emph{he} doing here?''  They might also contain information
your Character hadn't known before: ``You sense great mystical power
in this object.''  They might be things you feel compelled to do:
``Say 'three nine seven.' '' or even ``This person is your master.
Obey them.''  Or they might be effects on your Character: ``Fall
asleep for ten minutes.''  ``Lose one point from your alpha stat
permanently.''

Memory packet triggers are frequently a number or phrase.  If a
number, open the packet when you see a badge, item card, etc.~with that
number.  If a phrase, open the packet when you hear someone say it or
see it in writing.  If the packet is labeled something odd like
``QK,'' you only open it when something instructs you ``open your QK
packet now.''  Some packets will have more complex instructions, such
as ``open if you get married.''

\emph{Memory Packets are not game items}.  This means: You may not take
any action based on the knowledge that you have (or lack) unopened
envelopes.  No one can steal them from you.  You may {\bf NOT} call a
halt or otherwise interrupt the game to read a memory packet.  You
{\bf can} be shot, attacked, pick-pocketed, etc.~while reading a memory
packet.  Unsurprisingly, these may not be shown to anyone.  They're
your Character's subconscious, more or less.  If they reveal
information to your Character, \emph{that} is then ingame
information, and you may tell people ``That's the man who killed my
wife!'' Of course, you can also lie about it.

Most memory packets really are memories, and hence only take effect
once --- you don't have a sudden shock of recognition \emph{every}
time you run into the man who killed your wife.  If a memory packet
has some effect on you, (``fall asleep,'' ``lose alpha,'' ``say 'three
nine seven','' ``obey this man'') then you should assume it functions
\emph{every} time you encounter the trigger, unless instructed
otherwise.  If in doubt, ask a GM.

Memory packets may not be triggered before the start of game action.

If you receive a memory packet in the course of the game --- for instance,
if you open one packet and receive another inside --- and you have already
encountered the trigger on the new packet, you may in general open it
immediately.  See a GM if uncertain.

You will sometimes be instructed (by the packet or the game rules) to open
a memory packet immediately upon trigger.  Memory packets for occurrences
or times, as opposed to sights or sounds, should always be opened immediately.
Otherwise, you should open the memory packet soon but may wait to finish
your conversation and go around a corner.

You can generally assume that you are aware that seeing that thing, or
hearing that phrase, or whatever, brought the memory to mind, or made you
feel compelled to take some action, or whatever, unless told otherwise.
If you see someone else open a memory packet, your Character notices
their Character looking very thoughtful.

\filbreak

\bfit{Playerlist:}
Just what it says.  Please pay attention to the times posted for
calling another Player.  If two Players are sharing an email address,
be sure to indicate which your mail is addressed to.  Changes to the
playerlist are likely to occur; the GMs will propagate the information
appropriately.  If your information is wrong, tell the GMs.

\filbreak

\bfit{Scenario:}
This is a document containing general public knowledge.  It's often
used to help set the scene and/or the mood for the game.  Sometimes it
has extra information on specific mechanics.  It often has a summary
of recent events.  Keep in mind that a Scenario describes \emph{public} 
knowledge and perceptions of events, which are often false.

\filbreak

\bfit{Whitesheets:}
Almost anything on white paper (for instance, the playerlist) is a
game item and exists ingame, whether or not it says ``Game Item.''
The rules, however, are \emph{not} a game item (so please don't write
ingame information on them).  You may have Whitesheets in your packet
(e.g.~blueprints).  Whitesheets may be shown to other Characters,
copied, counterfeited, stolen, or destroyed.  Try to keep a note on
Whitesheets indicating they're game items for that game.  \See{Written
Information}.

\filbreak

\end{items}

Often your charsheet has a list of what your packet contains.  See the
GMs if you think you're missing something or have something you
shouldn't, but remember that some things, particularly item cards and
physreps, are often handed out later.

\filbreak


\lsection{Game Areas and Times}

\lsubsection{Game Locations}

Game action may take place only in Game Locations.  This includes
everything relevant to the game, \emph{including} in-Character
discussions and stashing ingame items.  If you are in a non-game
location, you are Not Here (\see{Not Here}) and may not do anything
related to the game.  The only exception to this is that you may dial
in to Athena from any location, and you may use a phone in your dorm,
ILG, or office to call other Characters.

No game action (such as stashing items) is permitted in private or
activity offices (SIPB, LSC, MITSFS, etc.), areas in which access is
limited to people of a single sex (e.g.~bathrooms), or places that are
sometimes locked (with the exception of Player living areas).
Basically, if a normal MIT student has access all the time, it's ok,
otherwise it's not.

In games allowing Athena use, clusters are game locations for purposes
of talking and using Athena, but no other game action (such as
stashes, martial combat, gunplay\ldots{}) may occur there.  Try to
keep the talking down, as that's not what clusters are for.  Again, do
not use these rules as a shield to give you a safe place to hide or
talk to people in person or electronically.

Anywhere off-campus is not a game area unless a Player is living there
(e.g.~FSILGs, apartments).  In some games those aren't game areas either;
usually they are and action can take place there, subject to the NP rules
(as always), the Jhereg Rule (see below), and common courtesy.

Anywhere you, the Player, are not allowed to be, is not ingame (e.g.~roofs,
steam tunnels).

Many games will declare parts of campus not to be normal game
locations, meaning you can't go there in the normal course of the
game, but might be able to under some circumstances, in which case
normal game action can take place unless the game says otherwise.  The
most common example is that many games do this with floors above the
3rd, using them to represent, for instance, underground tunnels that
you must find the secret ways into.  If you must enter one of these
off-limits areas for non-game reasons (to get to a class or an office,
for example), you may not do any game-related actions while you are
there.  You should also try to avoid noticing any game-related signs
and items there.  If you do notice anything related to the game, your
Character does not know about it.

It may come to pass that you have reason to believe that you may go to
such an area.  When this occurs, follow the directions you were given
quickly and efficiently.  You are Not Here while going to or from such
areas, so you may take no game action except speaking to those traveling
with you.

\filbreak

\lsubsection{Living Areas}

Unless otherwise specified, Player residences are also Character residences and
are legal game locations.  

Some Players live off-campus at ILGs or real-world places.  These are
all considered to be on the fringes of campus (game area) for game
purposes; the interior of TEP exists, but the distance between it and
MIT does not.  If you want to take some action at an off-campus
location, and you do not have the time or the means to get there (some
Players live in Somerville), find a GM and they will try to find a way
to kludge it.

Note that if you hide items in your room, further concealment is pointless.
Since Players searching your room will not be physically searching your room,
it is automatically assumed that anyone who manages to search another person's
room finds all the items there, unless special abilities come into play.
 
\filbreak

\lsubsubsection{Jhereg Rule}
 
Any Player may retreat to his or her room to study, sleep, or whatever
in safety.  

The Jhereg Rule (named for Steven Brust's series) is this: a Character
may not be present ingame in another Character's room unless invited
there ingame.  That is: if you pass by a Player's room and see the
door open and the Player nowhere around, you may {\bf not} physically
enter and search.  If you go over to another Player's room and they
open the door for you you may {\bf not} enter without permission.
Furthermore, regardless of whether you the Player are invited into the
room, you may not take any game action until invited to do so by the
other Player.  You may not, standing in or out of the room, shoot
someone who is in their room, unless the other person has started
discussing game business with you, performed game actions on you, etc,
in which case they forfeit this protection.  Do not abuse this; your
Characters are unaware of it.  It gives you safety to go over to your
friend's room to work on math homework without either of you getting
shot.  If the Player whose room it is starts discussing game all bets
are off.  Shoot away if you like.  Visitors may ask to talk to the
room owner's Character, but the room owner may decline.
 
\filbreak

If you want to go to someone's room specifically in-game, you should indicate
this by something like using your Character name when they ask who's there.
If they open the door for your {\bf Character} you are considered invited to
conduct game business.

\filbreak

The Jhereg rule is to allow Players to have lives outside game.  It
cannot be used as a shield to take game actions behind the
invulnerable barrier of your door, especially with other Characters.
If game action is occurring inside, PCs outside can get in however the
GMs feel appropriate (e.g.~busting down the ingame door); it's best to
just avoid doing things people would want to break in on in your room.

Rooms with multiple roommates playing are defined to be in different
rooms for this mechanic.

\filbreak

\lsubsection{Game Times}

Multi-day games generally begin Friday at 6:00.
Before that no game action may take place --- no talking, no
interacting, no searching game areas, no hiding items.  It is
\emph{highly} recommended that you take the time to become
\emph{thoroughly} familiar with your character packet.

Game action generally ends Sunday (the second one of game) at noon;
wrapup is usually around 2:00.

The GMs will say during what hours a GM will always be available,
during what other hours a GM can be paged, and when GMs are just not
available.  The last case is called Dead Time.  During Dead Times,
game action can occur, but if anything happens that requires a GM, all
involved are in a Game Halt until you can get a GM --- avoid this!

There is often a Game Break in the middle of game.  By default it is a
``hard'' Game Break --- no game action of any kind, \emph{including}
ingame speech, may occur.  Catch up on your homework.  If a ``soft''
Game Break is specified, no game action may occur \emph{except} that
Characters may talk to each other.

Dead Times and ``soft'' Game Breaks should not be used to safely meet your
arch-enemy.  Your Characters don't know they're safe.

Game Breaks typically run for about 36 hours, like 6am Tues to 6pm
Weds.  Unless stated otherwise, assume that one game day passes during
this time for purposes of healing, regaining magical energy, etc,
though addictions and so on do not worsen during this time.  Some
games have a period of Dead Time in the middle of game, during which
game action can occur but GMs aren't available (as above); in this
case gametime passes normally.

\filbreak
  
\lsection{Out-of-game}

\lsubsection{Game Halts}

Game Halts are for Players who want to get a GM on the scene or
resolve \emph{Player} confusion.  They should be called by saying ``Game
Halt'' loudly enough for all Players in the area to hear.  

During a Halt {\bf NO} game action may occur.  You may not talk about
any aspect of the game, except in regards to resolving the current
situation.  People should not move around or change things; the
situation when the game resumes should be the same as when it left
off.  If other Players wander in, they become Halted as well; a GM may
well be needed to sort out the multiple Halt.  This is one of the
reasons to keep Halts to a minimum.

A Halt is terminated by consensus of all Players involved in the Halt,
or by a GM.  Someone should call ``3, 2, 1, Resume'' so it is clear
exactly when play resumes.

Halts should also be called when an NP arrives on the scene of a game
action (\see{Non-Players}).

\emph{Halts may not be used to stall, gain thinking time, etc.  Use
common sense. Use sparingly.}  Hopefully, if any Halts are necessary,
they'll be resolved very quickly.  Be reasonable and \emph{be familiar
with the rules.}

\filbreak

\lsubsection{Not Here}

In some instances, your Player may need to do something or go
somewhere the Character isn't; in that case, you can go Not Here by
flipping your badge to the Not Here side.  Tell other Players that you
see that you're Not Here, so they know you're not currently playing.
Your Character does not see anything your Player sees while Not Here;
therefore, it's best if you just avoid game area entirely when Not
Here.  Not Here is a good way to do homework, or to run for a GM when
you're in the middle of a game-halt; you should NOT use it to leave
game in the evening without first walking to a public place (street,
lobby 7, \ldots{}) because someone might be trying to follow you and they
deserve the chance.

\filbreak

Times to go Not Here are:
when you are out of the playing area;
when your Character cannot be there (he's off being brainwashed, for example);
when you are doing real-world work and shouldn't be disturbed;
when an ability, assistant, or GM tells you to.

\filbreak

It is important to understand Not Here and not to abuse it.  Ask yourself,
``Do I \emph{need} to be Not Here for this?''  If the answer isn't Yes,
and if you're not going to fetch a GM, then be Here.  If the Player is
going to the bathroom, so is the Character... and someone can follow and
shoot you in the hall.

\filbreak

When you are Not Here, you may not act on anything you see or interact
with the other Characters in the game.  You cannot become Here based
on anything you see or anyone you meet, although you can become Here
based on, say, phone calls or messages (see the section on Athena).
You do \emph{not need} to be Not Here to go about your normal
day-to-day activities unless you want to.  If someone asks ``Are you
Here?'' it is never ok to say ``I can be''; you are or you aren't ---
no giving away the information that you're alive and free without also
being Here to be shot.

\filbreak
 
\lsection{Items}

Items are typically represented as little white index cards with a number
and description.  These are ingame and may be shown to others, given, stolen,
etc.

Some items may have props --- ``physreps'' or Physical Representations
--- associated with them, in which case the item card and physrep
should always be kept together.  If they are separated, the item card
is the real item.  Note that weapons cannot be used without a physrep
that Players can see threatening them; \see{Combat} and \re{Weapons}.

Guns and ammunition are the only items that typically do not have
associated item cards.  Guns will often have item stickers or small
slips of paper instead; these should be stuck to the gun, or else the
physrep doesn't represent an ingame gun.  Ammunition is by default
trivial to get and doesn't require an item card; if you have a gun,
you have unlimited ammo for it.

The description on an item card (``a large, glowing, blood-red ruby'')
is ingame information obvious to anyone who looks at the item.  The
\emph{item number} on the card is \emph{not} ingame information and may
not be spoken of.  It may trigger memory packets.  You may have
special knowledge that lets you learn information from item numbers
(such as detecting counterfeit money); you can only discuss such
mechanics if the GMs say so.  The same applies to badge numbers and
similar things.  Item numbers are not necessarily unique.

There may be explicit restrictions on carrying some items (see below).
Even when there aren't, \emph{be reasonable} with items.  You can't
carry a hundred rocks in your pocket, you can't fold a sword in half,
you can't hide a life-sized statue in a fire hose.  Your Character
shouldn't either.  Only do things with item cards that your Character
would be able to do with the actual items; use common sense.

If you are wearing an item (e.g.~jewelry), you should display both the
physrep (if any) and the item card --- people might have a memory
packet for it, or a special ability that requires the item number.
You can wear an item concealed if your Player is wearing clothing that
covers the appropriate body part (e.g.~if you are wearing gloves, you
can ``wear'' a ring without displaying the card).  If you are doing
this, and another Character sees your Character without the covering
piece of clothing (e.g.~your Player takes off the clothing; your
Character takes it off to show the concealed item; the two Characters
have sex), show the item to the other Player and tell them you're
wearing it.

Some items will have envelopes attached to them (or simply be an
envelope with an item number and description on it).
\See{Ingestibles} below for the most common case.  In other cases, the
envelope will either have a code or instructions.  If instructions,
they should be self-explanatory (``open if you push the button'').  If
it is simply a code, ignore the envelope unless you know otherwise
(e.g.~you have a relevant memory packet or special ability).

\filbreak

\lsubsection{Bulkiness}

A \emph{bulky} item is too big or heavy to be carried freely.  Bulkiness
is measured in ``hands,'' i.e.~how many hands it takes to carry it.
An item card with $N$ colored dots on it is $N$-hand bulky.  (A dot with
a number on it is that many hands' worth of bulkiness.)

Cooperation is possible.  It should be clear to onlookers which people are
carrying the item (the Players should be holding the item card together).

A bulky object must be carried openly and cannot be concealed.  It cannot
be put in a bookbag unless otherwise specified.  A hand helping to carry a 
bulky object can be doing nothing else.

$N-1$ hands may drag an $N$-hands bulky object at a slow pace.

A body is a two-hands bulky item.

\filbreak

\lsubsection{Ingestibles}

Anything that you can eat, drink, or be injected with in game will be
mechaniced by a small envelope saying, for instance, ``A syringe
filled with clear liquid,'' or attached to an item card saying that.
If you eat, drink, or otherwise take the stuff into your body, read
the contents.  Once you actually open the envelope you are committed,
so think carefully.

If you take two ingestibles with similar affects, assume you are affected
\emph{only} by the stronger one unless told otherwise.  If eating a piece
of cake makes you feel good, eating two doesn't make you feel twice as good.
You will experience simultaneous effects from any ingestibles that don't 
overlap. 

If you take a drug with the same effect before the first has worn off,
reset the clock on effect.

\filbreak

\lsubsection{Written Information}

Playerlists, recipes, maps, and newspaper clippings are game items.

Anything pre-printed for the game on colored paper --- Charsheets,
Bluesheets, Greensheets, etc.\ --- is not a game item and may not be
traded, read by other Characters, and so on.

If you write something down on a piece of paper, that paper is now an
in-game item and should be clearly marked as such.  It can be traded,
stolen, etc.  Therefore, don't write things on your Character sheet,
Bluesheets, and other stuff that shouldn't be in-game.

\newpage  % kludge, because \filbreak doesn't stop ``Searching''
          % from appearing on the previous page all by its lonesome

\lsection{Searching}

\lsubsection{Hiding Things}

Items can be carried with you or hidden anywhere in the playing area.
To hide an item somewhere, you must actually hide the item there.  If
someone else finds it, you have to figure out
how to get it back.  Do not hide items in areas that are not Game
Locations.  You can probably leave stuff in your room; \see{Living Areas}.
Don't hide bulky items somewhere a real such item wouldn't fit\ldots{}.

\lsubsection{Theft}

If you find an item or item card sitting around, you can take it. It's
yours.  

To steal game items left in someone's bookbag or purse, do \emph{not}
search the Player's belongings.  Leave a ``STOLEN --- see a GM'' note on
it and tell a GM.  The Player will give the contents to the GMs, who
will pass them on to you.

\lsubsection{Searching Places}

To search a game location, you must actually search it.  If you find
something, wonderful; if you don't, oh well.  Don't bother trying to
search non-game locations; even if it weren't illegal, it won't do you
any good because no one's allowed to hide things there.

To search a game location your Player does not have access to, such as
a person's room, find a GM and convince them that your Character can
get in.  This may or may not be possible without special skills (like
Lockpicking).  If you're allowed to just ``break the door down'' or
``shoot the lock off'' and so on, you'll usually be required to go
knock on the door --- \see{Jhereg Rule} for what happens if the Player is 
in --- stand in the hall for a bit so you can get caught, and leave a note
like ``lock shot off, items stolen, see a GM.''  The GMs will pass the
items on to you.

\lsubsection{Searching People}

All searches of Characters (or their belongings) are conducted via
Player dialogue.  You cannot search an unwilling Character unless they
are unable to resist you (immobile, unconscious, or dead).  Even then,
anyone in Zone of Control (\see{Zone of Control}) of either of you can
prevent the search by saying ``I stop you.''

There are two kinds of searches.  If the searcher does not indicate which,
they are performing a Total Search by default.  It takes two free hands
to perform either kind at a reasonable speed.

{\bf Pat-Down Searches} simulate stereotypical TV cop ``frisking.''
This search will only reveal the presence of weapons (ranged and
hand-to-hand) and armor.  This takes as much time as it takes your
victim to tell you what you find.  (``You find a crossbow in this
pocket and a knife in this one.'')

{\bf Total Searches} simulate a mildly invasive complete search of the
Character's entire body and clothing.  This takes as much time as it
takes the victim to hand over their item cards.  Victims, don't stall,
but do be careful to hand them only item cards and not ability cards
and so on.  Anyone nearby can see what the searcher finds, which is
another reason not to hand over an indistinguishable wad of cards, as
the searcher doesn't find a wad of items.  Remember to hand over your
ingame money.

Search of a Character does not mean you've searched their backpack or
purse.  To search those, do \emph{not} actually look through them
yourself.  Tell the Player ``I'm searching your backpack.''  If no-one
stops you, the Player will give you the item cards in their backpack.

% generalities (incl weapons) only, systems in appendix
\lsection{Combat}

\lsubsection{Meta-Combat}

This is a game.  This means that you are playing this to have fun, a
fact that's really easy to forget when your Character is about to die.
Do try to keep your temper.  Real violence is unacceptable.

Some games rule some weapons to be freely available ingame --- clubs, almost
always; sometimes guns.  Unless your weapon is one of those, you {\bf must}
have an item card or sticker (as appropriate) to use it ingame.  You
{\bf always} need to have a physical representation to use the weapon, so
that Players can see that you're a threat to their Characters.
Several meta-restrictions apply to all weapons:

\begin{items}
\item {\bf Appearance:} It must be clearly unreal so NPs won't care if they
notice it.
 
\item {\bf Functionality:} It has to simulate what it does.  All guns must
shoot something, bombs go beep, etc.

\item {\bf Safety:}  It must cause no real damage whatsoever, either to people
or property.  Water balloons are out of the question.  Any damage must
be repaired at the victim's convenience and the offender's expense.
\end{items} 

\See{Weapons} for descriptions of typical weapons.

Please try not to walk around areas with NPs with any sort of weapon
visible.  Guns, even plastic ones, sometimes disturb people, and boffers
can look like lead pipes at a distance.  

The Meta-Rules explain the overall outlook on combat rules.  They are:

\begin{items} 

\item Game combats are {\bf never} real combats.  No possibility of injury 
should exist in any martial combat.  If something is happening that
seems likely to cause someone to get hurt, \emph{call a Halt}.
 
\item Players are {\bf not} to initiate any combats in sight of Non-Players.
 
\item Combats are {\bf not} to cause property damage. 

\item Combats should happen as close to realtime as possible.

\end{items}

\lsubsection{Zone of Control}

Someone is in your \emph{Zone of Control}, and you are in theirs,
if you could touch fingertips with arms extended.

ZoC is an important concept both in and outside combat.  Killing Blow
(\see{Killing Blow (and Knockouts)}), knocking people out, searching
someone, and other such activities that cannot be performed on a
resisting victim can also be stopped by anyone in ZoC of victim or
attacker saying ``I stop you'' or equivalent.

\lsubsection{Initiating and Joining Combats}

To initiate combat with someone, walk up to them and clearly declare ``Martial
Attack.''  If they do not reply with ``Martial Defense'' (or ``Martial
Attack'') within 2 seconds, they are Surprised and lose the first
round of combat.  If they do respond correctly, normal combat ensues.

Anyone who says ``Martial Attack'' to the target after the first attacker,
within the two seconds of reaction time and before ``Martial Defense''
is declared, is helping to attack the target that round.  Anyone declaring
it afterwards is too late and will only join in the next round.  Similarly,
anyone in the combat can only declare ``Martial Attack'' on someone uninvolved,
bringing them into the combat, between rounds.

If someone declares Martial Attack on you from outside Zone of Control, the
proper response is to declare Martial Defense and \emph{then} point out that
they were too far away.  They may have a pertinent special ability that allows
them to attack you from there.  Don't do this unless you know you can.

Martial combat takes place in \emph{real time} for anyone not directly
involved in the combat.  Another Character may freely join into the
combat on either side (for the next round), fire a gun into the
combat, shout for help, or anything else he may choose to do,
regardless of how long the combatants are fiddling.  Please don't
abuse this; \emph{stalling to give your friend time to show up is
abusing the rules}.

\lsubsection{Break}

To try to escape the combat, say ``Break'' between rounds.  If
everyone else says ``Break,'' the combat ends.  If only some do, those
who say it are no longer fighting each other but may still be fighting
the others.  (And next round they can attack each other again.)

If some of your opponents didn't say ``Break'' when you did, you're
trying to escape them.  You do no damage that round.  If you manage to
take no damage, you've escaped --- declare this and leave ZoC.

\lsubsection{Weapons in Martial Combat}

Note that if you have your gun out and someone declares ``Martial
Attack'' on you, shooting them is a legitimate response.  However, if
for whatever reason your shots fail to down them within your two
``Don't be Surprised'' seconds, you are considered to have lost the
first round of combat as if you were Surprised (you may not both shoot
\emph{and} declare Martial Defense).  Once you are engaged in martial
combat (have declared Martial Attack or Martial Defense, or passed the
time to say the latter) you may neither draw nor fire a gun.

In order to do damage with a weapon, you must have both an item card
and a physrep (e.g.~a foam boffer) for it.  In addition, you must have
the representation in your hand and clear at the beginning of a round,
when ``Martial Attack'' is declared.  ``Clear'' means that it cannot
be in your pocket or tangled up in your coat, even if you're holding
it.  It must be free, ready to be used, and visible to onlookers.

You may not draw a weapon once engaged in martial combat (except in
the \re{Cinematic} system).

\lsubsection{Martial (Hand-to-Hand) Combat}

How hand-to-hand combat is resolved depends on the game; 
\asee{Combat Systems} for the standard combat systems --- the game will
say what system it uses.  Some generalities:

Except in the Starlight system, martial combat is not resolved instantly,
and proceeds in rounds.  Everything that happens in a round is
considered simultaneous.  After each person knows what's happened to
them, the next round begins if there are any conscious people who
still want to fight.  It is not necessary to say ``Martial Attack''
again, nor to respond with ``Martial Defense'' to avoid being
Surprised, though feel free to do so to make the start of the round
clear.

In multi-person combat, you should point to the person you're
attacking that round.  (You almost always get to attack only one
person, though you defend against everyone attacking you.)  Ganging up
is OK.

When engaged in martial combat, you may not move around except as
required by the combat system.  You cannot, for example, walk in one
direction pulling the fight towards your friends in the next building.

In most systems your Hit Points (HP) statistic measures how much damage
you can withstand.  When you get hurt, you lose HP; later you may
recover them, up to your max HP (what you started with).  Unless
otherwise specified, you fall unconscious if your Hit Points fall to
or below zero.  Fall down, drop what you're carrying, etc.  Unless
otherwise specified, you then wake up in ten minutes at 1 HP.  
Unless otherwise specified, HP loss is never fatal.

Special abilities that work outside combat (e.g.~Seduction) almost never
work during combat.

\lsubsection{Ranged Combat}

The effects of guns (and other ingame things physrepped by guns) vary 
from game to game.  In some games, there may be ``stun'' guns as well
as ``kill'' guns.

Your body consists of your legs, your arms, and your head/torso --- no
finer divisions; your foot and your thigh are all just your leg.

Never shoot at a Player's head.  If your attack hits a Player's head,
your Character hit their Character's torso.  To shoot, stab, or otherwise
attack the Character's head, \see{Killing Blow (and Knockouts)}.

By default, \emph{any} hit makes you drop what you're holding
and fall down (butt \& both hands on the floor).

A hit in a limb destroys the functionality of the limb.  (Temporarily,
if with a stun gun (default ten minutes); permanently unless a doctor
can help you, if with a kill gun.)  If you lose an arm, you can't
carry or hold anything with that hand.  If you lose a leg, you can
only walk as fast as you could with one leg (slowly); with both legs
gone, you can only pull yourself along slowly.  (Don't simulate this
perfectly if there are NPs around to be disturbed.)

Unless otherwise stated, limb hits don't bleed, affect martial combat,
or have other extra effects.

A torso/head hit from knocks you unconscious (default ten minutes).
If it was a stun gun, that's it.  If it was a kill gun, you are also
bleeding to death!  The first hit leaves you ten minutes to live.  Cut
five minutes from your remaining life each time you're hit again.  (So
the third shot just kills you.)  
% That phrasing is used instead of ``after two shots you have five
% minutes left'' to avoid the ambiguity of five minutes from *when*.
Again, hits to the head and torso are \emph{always} equivalent, so 
\emph{never} aim for the head.  It usually takes a special ability to
stop bleeding; assume you cannot unless you know otherwise.

Note that it is often difficult to feel disks hitting you, especially
if you are wearing heavy or loose clothing.  If there is any question about
a hit, it's the shooter's call.

\lsubsection{Disarm and Cover}

{\bf Disarm} usually requires a skill and/or special implement.  If
anyone can do it, the game rules will say so.  By default, you can't.
If you know you can Disarm (and have a free arm), and you notice
someone standing within ZoC holding an object, you may declare
``Disarm!'' at them, pointing to the object.  They must then drop it.
Disarm is not retroactive; disarm their guns before they pull the
trigger.

While engaged in martial combat (starting from the declaration of
``Martial Attack'') you may \emph{not} declare Disarm, but neither can
you be Disarmed of a hand-to-hand weapon.

{\bf Cover} defeats Disarm, when it exists --- by default, it doesn't.
When it does, anyone can use it.  To do so, point a gun (or other
object) at someone in ZoC and declare ``Cover.''  As long as you stay
within ZoC, they remain Covered and may not Disarm you of the object
you're Covering them with.  That's all the effect --- if they attack you,
don't forget to pull the trigger\ldots{}.

If you declare another Cover, you lose the first.  If Cover and Disarm
are declared at once, Disarm wins.

Cover may not be declared by someone engaged in martial combat.

\lsubsection{Weapons}   

\emph{Knives and swords} are physrepped by boffers (foam sticks),
short for knives, long for swords.  You should tape the item card to
the boffer and consider that end the blade, so that when you are
holding your weapon other people can read the item card.  If you hold
the card end, you are holding the blade (ouch!) and whacking people
with the hilt as if your weapon were a club.  A circle of tape on the
blade, especially a brightly colored one, will help to distinguish
it from a blunt weapon.

\filbreak

\emph{Clubs} are foam boffers, generally short.  A ``club'' includes anything
used like a club, like a lead pipe or table leg.  Thus clubs are freely
available in most situations, which means that the exact effects of clubs
should be in the game rules and that a black boffer without an item card
can be used for a club.

\filbreak

\emph{Guns, bows, magic wands} and other ranged weapons are usually
toy disk guns (which hold twenty shots) or dart guns (which hold one);
sometimes more exotic toy guns are used to represent special weapons.
These usually have stickers or paper slips instead of item cards, and
ammo usually has no item card --- \see{Items}.

\filbreak

\emph{Throwing knives, darts, etc} are usually physrepped by ping-pong
balls, but sometimes by foam pellets.  It usually takes special
ability to use one; assume you don't know how to throw one correctly
unless the game or your packet says otherwise.  They typically have
the same effect as a bullet.

\filbreak

\emph{Weird attacks} such as fireballs are most often physrepped as
foam pellets.  If you see someone holding a foam pellet, you see some
indication (their hand glowing, or something) that they may have a
weird attack ready.  After the weird attack hits, the foam pellet no
longer represents anything; you can't pick the fireball off the floor
and throw it back.  If you find foam pellets around, give them to GMs.

\filbreak

\emph{Explosives} require two parts: the ingame explosive and the
trigger.  The trigger is Player-supplied and should beep or something
when it goes off (digital watches are good).  

The ingame explosive requires an item card.  By default it also
requires a Player-supplied physrep of a can of play-dough or something
similar --- never anything alarming to NPs.  Attach the trigger.  If
the trigger fails to go off for some reason, then the bomb didn't go
off.

Generally only people with an appropriate skill can set explosives or
disarm them.  Unless you know otherwise, assume you can do neither,
not even by turning off the real-world timer, nor can you safely move
an armed bomb --- if you try to throw it, it goes off in your hand.

If you notice such a item start beeping, a bomb has gone off.  Freeze
in position; you are in Game Halt.  Figure out what happened, like
who's dead.  This may require a GM; if so, hopefully one (or a primed
Observer) is already there.  Resume when everyone knows what's
happening to them.

Blast radius depends on game and explosive (default to ZoC).  Effects also
vary; typically anyone nearby (certainly those within ZoC) will suffer
the effects of being shot multiple times.

Unless otherwise specified, explosives do \emph{not} chain-react.

\filbreak

  \lsection{Killing Blow (and Knockouts)}

Any Character not in a position to resist --- immobile or unconscious
--- may be killed almost instantly.  To do this, be within Zone of
Control and declare \emph{``Killing Blow''} towards your victim.
Anyone within ZoC of you or your victim who can move can stop you; the
rescuing Player just says ``No'' or ``stop'' or ``I prevent you'' or
\emph{anything} indicating that you are opposed, within two seconds.
(``Martial Attack'' works, as does shooting you if it makes you fall).

You are assumed to have broken your victim's neck, causing death
instantly, if your Killing Blow succeeds.  Feel free to specify
another method, e.g.~take a sword and declare ``Killing Blow, I cut
your head off,'' or declare ``I'm shooting you in the head'' and fire
\emph{past the Player's head}.  Since you \emph{never} attack a
\emph{Player's} head, this is the only way to ever shoot/stab/attack a
Character's head.

Similarly, you may knock out a helpless (or willing) target by being
within Zone of Control and declaring ``I knock you out.''  If no-one
else within ZoC of one of you prevents it as above, you have knocked
them unconscious for as long as unconsciousness normally lasts in that
game --- default ten minutes.  If you knock out an already unconscious
person, they reset the time until waking up.

If a Character is kept unconscious for more than an hour, they may, at
the Player's option, go into a coma or die.  It's \emph{boring} to be
kept out that long, not to mention it's a real pain having to ignore all
the game action around you, like your captors discussing their plans.  If
you know you're going to keep your captive out for a while, tell the Player
so they can go get a snack in the meantime.

\filbreak

\lsection{Death} 

Death.  It happens to all of us sooner or later, and to quite a few
Characters during the game.  Try to be a good sport about killing and dying,
and you'll earn the respect of your colleagues.

\filbreak

You should do the following things immediately upon your Character's death:
\begin{items}

\item {\bf DO NOT} give out any information about your Character
or their death to any Players.

\filbreak

\item Feel free to remain on the scene to play the part of your corpse.  
It's nice to do this for at least 10--15 minutes or so, so that PCs
who wander along will see you and not have to spot just your badge.
Only in this case can you give out any information, and even then,
only what's \emph{very} obvious.  For example, you could tell a Player
who looks at you, ``I'm lying face-down, not moving, with what looks
like a bullet wound in my back.''  You \emph{can't} say ``Joe shot
me,'' ``I was beaten and then killed,'' etc.

\filbreak

\item When you leave the scene, put any item cards in your possession
in a stack where your body is.  Put the Here side of your badge on top
of it with a description of the obvious state of your body (``sword wound
in chest, decapitated'').  Take the Not Here side to wear.

\filbreak

\item Come tell a GM.  If your Stat Card has a Death Report Form,
fill that out and give it to the GMs.  The form may ask for
information like the number of the gun that shot you, so that the GMs
can handle forensics; try to include this if you can get it without
impeding the flow of play for the survivors.

\end{items}
\filbreak

After your death, you are Not Here (\see{Not Here}) if you run into
any other PCs.  You cannot explain to them \emph{why} you are Not
Here.  Dead men tell no tales, nor do Not Here ones.  Neither do they
talk on the phone, drop hints, or fill their conversations with
significant silences.  Do your best to communicate {\bf no}
information to {\bf anyone} (including NPs, as they won't know not to
pass it on to Players).  If someone telephones you about game
business, tell him the phone is still ringing.  If someone sees you in
person, tell him you're Not Here.

\filbreak

If, after your Character's death becomes generally known to the other
Characters, you're interested in watching the game, come to the GMs
and they'll make you an Observer.  In this case you will be given an
Observer headband and may freely \emph{receive} information from
Players just like any other Observer, but {\bf until the game is over,
you may still not convey information to any Player.}  That means you
shouldn't go asking ``why did you kill me?'' or other questions that
tell them what your Character didn't know.

Much the same situation applies if your Character is permanently out
of game without being dead (e.g.~left the space station on a one-way
trip, taken to escape-proof jail in another state).

\filbreak

\lsection{Administration}

The {\bf Control Room} is where the GMs live, and where you should
seek a GM at need.  Lots of nifty things you shouldn't see are there;
don't go in without GM permission.  (Knock!)  It is a good place to
deliver food to.
 
Often more Players want to see a GM than there are GMs on duty.  There
will be a {\bf Queue} near the Control Room, either posted on the
Control Room door or written on the chalkboard in the Common Room or
Queue Room.  The {\bf Queue Room} is typically the same as the Common Room
(below), but may be a nearby room instead; in this case it is probably
not a legal game location --- that's why it's a separate room.

For non-urgent questions, the Box (below) is highly preferable to the Queue.

If you are Not Here and need to see a GM, and there is no out-of-game Queue
Room, try to observe the usual Not Here procedures and not see or hear things
or talk to Here people.

If you want to just hang out with other Characters, try the {\bf Common
Room}.  This is a legal game location.  Note that you \emph{can} be shot
there, but that's the chance you take.  The Common Room is generally
considered to be NPC-free --- that is, no virtual people are there
(and no NPs should be in there, either, but treat them normally if
they are).
 
The {\bf Box} is a rack of file folders that lives in or by the Common
Room, Queue Room, and/or Control Room.  There will be a folder with each
Character's name as well as ``GMs,'' and possibly more for various
mechanics.  Look only in your own folder, unless you know otherwise.
If you want to get non-urgent answers from the GMs, leave the
questions in the ``GM'' folder \emph{with your Character and Player names on
them.}  The GMs will get back to you, probably by leaving a note in
your folder.  Make sure you check your folder regularly in case the GMs
left something for you.

\filbreak

\lsection{Miscellaneous}

\lsubsection{Athena and Phones}

In some games Athena and/or phones don't make any sense ingame 
(e.g.~medieval fantasies); in any game, they can reduce the 
live-action component by safely distancing PCs.  The following are the 
{\bf default} allowed usages, in case the GMs don't say anything about it.

Phones may be used freely.  Regular email may be used freely to
communicate with individuals or groups of other Characters --- not to
mailing lists.  Anonymous email and other tricks are \emph{not}
allowed (bcc is ok).

\filbreak

Zephyr may be used \emph{only} to set up meetings with other
Characters.  Messages should be of the form ``I'd like to meet with
you and This-Person at This-Time at This-Place'' and ``Ok, see you
there,'' and may not convey any further information.  In particular,
you may not say what you want to discuss, as that often conveys
important game information.

\filbreak

Finding Players with zlocate, finger, etc.~is fine while you're at the
computer.

No other uses of computers are generally acceptable, including
code-breaking or setting up dead drops.

When further Athena use is permitted, make sure you're clear something
is legal before doing it.

Remember the Athena Rules of Use; breaking into accounts is not permissible,
and neither is looking at someone's screen without their permission or 
other such privacy violations.

\filbreak

In some games you \emph{must} cc all email to the GMs (generally
{\tt\emph{gamename}-gms@mit.edu}).  Hopefully the game rules will make
it clear whether this is guaranteed to be secure or whether an ingame
hacker might get to read your ingame email.

The GMs will use some list to send mail to the Players, generally
{\tt rumor@mit.edu}; Players may {\bf not} send mail to this list
without explicit GM approval (typically given for ingame newspapers
publishing there).

\filbreak

\lsubsection{Running}

Both for Player safety and to avoid bothering NPs, many games have
restrictions on running ingame.  Whether or not the current game does,
\emph{use common sense,} don't risk bothering NPs (this \emph{especially} 
includes running into them), and don't risk Player danger. 

One particular thing to be wary of is that while someone pelting down
the Infinite by themselves is not an uncommon sight at MIT, someone
\emph{chasing} someone else may be cause for alarm.

The usual running variants are:
\begin{items}

\item {\bf Default:  Run freely within the above guidelines.}  Whee!

\item No Player Running; all Characters run at the same rate.  To have
your Character run, tell any Players who see you ``I'm running''; they
can either do the same and ``run'' after you, with the distance
between you not changing, or they can fall back.  If Martial Attacked,
you must stop and fight.

\item Tactical Running Only; you may run around inside a room, or for
short stretches of corridor, but as soon as line of sight is lost
(e.g.~going around a corner, through a door, or into a stairwell)
the ``No Player Running'' limitation goes into effect.

\item Running Outside Only; you may run across Killian Court or
between buildings, but not inside. 

\end{items}

\filbreak

\lsubsection{Pickpocketing}

Pickpocketing is a special ability found in many games.  The
Pickpocket uses it by placing a small sticker, hopefully with ``See
a GM'' on it, on the victim's clothes, backpack, or purse.  If they
place the sticker unnoticed by the victim, they have picked the
victim's pocket, which potentially means they might have any of the
victim's items.  If you notice someone in the act of placing such a
sticker on you, you have caught them with their fingers in your
pocket, and they have not gotten any items.

If you find such a sticker on your clothes, backpack, etc, assume that
any items within might have been stolen, and do not use them ingame
until you have talked to a GM --- which you should do as soon as
possible.  Typically the GM will take one of your items to give to the
pickpocket, possibly at random.  If you suspect you know who put the
sticker on you, you suspect you know who picked your pocket.

You cannot Pickpocket unless you have an ability to do so.  Pickpockets
can often also Putpocket, i.e.~use the same mechanic to place an item on
you without you noticing it at the time.

\filbreak

\lsubsection{Kidnapping}

If the Character you are moving is conscious, act accordingly.  If
they are unconscious, immobilized, or dead, you must ``carry'' them.
Carrying a body requires two hands (\see{Bulkiness}) to proceed at any
reasonable non-running pace, or one hand to drag (proceed at a slow
walk).

As with carrying any other bulky object, it should be clear to
observing Players what is going on.  Typically a single carrier will
walk behind their burden with hands on their shoulders, or two
carriers will walk to either side with hand on shoulder.  If the
Player isn't there, carry their badge conspicuously.  Tell any Players
who see you what their Characters see.  (``We are carrying an
unconscious body'' --- they can't tell if it's dead without close
examination, unless it's headless or some such.)  You do not, of
course, ever carry a Player.

Once you have your victim where you want them, you may want to make sure
they stay there; describe the restraining actions you take to the victim's
Player as you take them (``I'm wrapping duct tape around your ankles... now
your wrists...'') and to the GM present if any.  If you leave your victim
unattended, make sure both their Player and the GMs know exactly what
restraints are in place.

\filbreak

\lsubsection{Torture and Truthing}

In most games, torture is amusing but inefficient.  Unless you have
something special available to you, you have no way of really forcing
the person to give you information.  Even trained agents can be
broken, but it will probably take much more time than you have.  In a
torture situation, the torturer will describe the chosen method of
persuasion to the victim, who will then role-play accordingly.  This
means that it is entirely up to the victim what, if anything, he will
say, and how much truth it contains.

In any situation in which you are being ``truthed'' --- given Truth
Serum, tortured with a special ability, or otherwise being forced to
give truthful answers --- you will want a GM present to resolve
ambiguities.  If you are going to truth someone, arrange to have a GM there.
Please be reasonable with ``loopholes'' in truthings --- ask the GM 
before trying to use one.

\filbreak


\appendix\newpage\begin{center}{\Large\bf Appendices}\end{center}\vspace{.5cm}
\renewcommand{\thepage}{\Alph{section}.\arabic{page}}
\setcounter{page}{1}
\lsection{Combat Systems}

While we include several combat systems here, there's no need to read
any but the one used by the game you're playing.  Always \see{Combat} for
generalities that hold for all these systems.  None of these system
descriptions say \emph{everything} there is to know about martial
combat in a specific game; the game rules will fill in the rest, such
as an average person's martial stats, the exact effects of weapons, etc.
Remember that, as always, game-specific rules override this document.

\vfill

\lsubsection{MA / MD / HP}

This is the oldest of the combat systems described here.  It involves
three to four stats: Martial Attack (MA; measures offensive ability),
Martial Defense (MD; measures defensive ability), Hit Points (HP), and
possibly Martial Delta (Mdelta or M$\Delta$; measures ``flexible''
ability).  Whenever you are called upon to use your MA, MD, or
M$\Delta$, you may choose to ``pull your punch'' and use less than
your full score (use integers, don't go negative).

Remember combat basics are in \re{Combat}, including initiating, joining,
escaping, and using weapons.

Tell your target what MA score you are using against them that round.

Add up all attacks being made against \emph{you} that round; then subtract
your Martial Defense.  If the result is positive, you take that much
damage; subtract it from your Hit Points.  If the result is zero or
less, congratulations; you defended so well you took no damage.  Do
not state your Martial Defense, your Hit Points, or how much damage
you took, but do say whether you took any damage or not --- the
attacker(s) can tell if they got through.

If you were Surprised, then your martial stats are all {\bf zero} for
the first round (only) of combat --- you get no attack and take a lot
of damage.

You may have a Martial Delta score, whether from special abilities,
a weapon, or because everyone in the game does.  If you have one,
you use it to add to your MA and MD, splitting it between them as
you wish at the start of each round, just before MA scores are declared.
That is, if your Mdelta is 5, you can choose to take +5 MA, +0 MD,
or +4 MA, +1 MD, or +3 MA, +2 MD, etc --- any combination of plusses
that adds to no more than 5.  You may vary this from round to round.

The effects of weapons vary; they may give you extra MA, MD, or
Mdelta, and may give you even more if you have weapons skills.  You
must have the weapon out and clear at the start of combat;
\see{Weapons in Martial Combat}.  Typical effects for unskilled
wielders are Club +1 MA, Knife or Sword +2 MA.

Game rules will give typical martial stats, publicly known weapons effects,
and healing rates.

\vfill
\subsection*{Example} Batman and Robin walk up to the Joker and declare 
``Martial Attack'' together; he responds ``Martial Defense''
immediately.  Batman's stats are MA 12, MD 10, HP 15.  Robin has MA
10, MD 8, HP 10; the Joker has MA 11, MD 13, HP 14, and happens to
have a Knife out that gives him +2 MA.

In the first round, Batman tells the Joker ``12'' for his MA and
Robin tells him ``11''; the Joker chooses to attack Robin and tells
him ``13'' (his MA of 11, +2 for the Knife).  The Joker adds the
attacks against him and gets 23, subtracts his MD of 13 to get 10,
and since this is positive takes that much damage from his HP of 14,
leaving him with 4.  Robin subtracts his 8 MD from the 13 attack against
him and loses 5 HP, leaving him with 5.  Batman has not been attacked.

As everyone is still up and not trying to Break, the combat continues.
Batman and Robin each attack the Joker again, and the Joker still attacks
Robin.  The attacks and defenses come out the same way, as no Mdelta
was involved, so Robin takes 5 more HP, leaving him at 0, and the Joker
takes 10, leaving him at -4.  Both Robin and the Joker are unconscious;
as Batman is the only combatant left the fight is over.
 \newpage

\lsubsection{Starlight}

This is a very simple system designed for very fast combats.  It was
invented for the first one-nighter ever, \emph{Murder on the Starlight
Express}, from which it takes its name.

Remember the basics are in \re{Combat}, including initiating and
joining combats.

All weapons have a single rating.  Publically known ratings include

\begin{tabular}{|l|l|} \hline
Bare-handed / Gun & 1 \\ \hline
Club & 2 \\ \hline
Knife / Dagger & 3 \\ \hline
Sword & 4 \\ \hline
\end{tabular}

You can only have {\bf one} weapon drawn at a time, {\bf including your
gun}.  You cannot draw a weapon during or after the declaration of
``Martial Attack.''

Remember that clubs can be improvised from many things, like chairs
and table legs.  Talk to a GM {\bf before} combat breaks out to see
about picking one up.  Once you are in combat, it's too late.

Note that special abilities, drugs, and other factors may modify
combat ratings.

When you declare Martial Attack / Defense, \emph{say your rating}: 
e.g.~``Martial Attack 3,'' ``Martial Defense 4.''  You may ``pull your punch''
by declaring a lower number --- but remember that one number is your attack
\emph{and defense} that round.

If you are Surprised and do not respond within two seconds, or do not
declare a number, or confusedly declare a number higher than your
Character can actually manage, your rating is 0.

If your number is lower than the sum of those attacking you,
you fall unconscious for ten minutes.

The combat is now \emph{over} --- even if several people are still
conscious.  That means everyone may now draw a bigger weapon (you cannot
re-declare Martial Attack fast enough to prevent this) and engage again, or, 
if holding a gun, fire.

Note that with multiple weak attackers against a strong defender, it
is quite possible for both the defender and the single attacker he
counterattacks to fall unconscious.

\vfill
\subsection*{Example}
Robin is infuriated by the Joker's terrible er-jokes and attacks him
with his bare hands, declaring ``Martial Attack 1.''  Batman reacts
more quickly than the Joker (who's finishing his latest joke) and
joins in with his Bat-Knife, declaring ``Martial Attack 3.''  The
Joker manages to blurt out ``Martial Defense 3!'' before his two
seconds are up --- he doesn't have a weapon, but he's pumped up on
combat drugs that add 2 to his rating.  Since he can only
counterattack one person, he points towards Robin as he says it,
having quickly realized that attacking Batman would do nothing, as
they have the same rating.

The Joker's being attacked with a sum of 4 and his rating is 3, so he
falls unconscious.  Robin is being attacked with 3 and has a rating of 
1, so he also falls unconscious.  Batman isn't being attacked and stays up.
Even if someone else was still up, the combat would now be over, and people
could draw weapons before someone declares ``Martial Attack'' to start
a new combat.
 \newpage

\lsubsection{Rock, Paper, Scissors}

This system is based on the game ``Rock, Paper, Scissors,'' which
involves showing hand symbols to each other.  In addition to Hit
Points, two other statistics are used: Martial Attack (MA, measuring
offensive ability) and Martial Defense (MD, measuring defensive
ability).  You may always ``pull your punch'' by using less than your
full MA or MD (integers only, no negatives).  Remember the basics are
in \re{Combat}, including initiating, joining, breaking out of, and
using weapons in combats.

There are three normal symbols (the only ones in the real-world game):

{\bf Rock} is made by a fist.

{\bf Paper} is made by a flat hand held horizontally, palm down.

{\bf Scissors} is made by the first two fingers extended out of a
fist, looking vaguely like a pair of scissors.

These represent normal, everyday combat maneuvers, and everyone can use
them.  They defeat each other cyclically:  Scissors cut Paper, Paper wraps
Rock, Rock crushes Scissors.  (Each ties itself.)

There are also three \emph{extra} symbols, which represent more
unusual things.  {\bf You can't use these unless you know you can.}
They don't even always exist in every game using this system.

{\bf Cheat} is a thumb's-up gesture (thumb extended upward from fist).
It defeats any of the normal three symbols, and ties another Cheat.
Cheats represent things like martial arts, military combat training,
unusual strength or speed, and so on.  An ability to use Cheats will
be of the form ``2 Cheats per combat.''  This means that between
engaging in combat and disengaging, you have a total of 2 Cheats to
use in all the rounds of combat; next time you get into a combat you
again have 2 Cheats.  If you don't have such an ability, you can't 
use Cheat.

{\bf Block} is a flat hand held \emph{vertically}, palm towards opponent.
It represents a special defensive maneuver.  Blocks defeat the three
normal symbols and Cheats, and tie Blocks, but never do damage.
Again, abilities to use these will be of the form ``2 Blocks per combat.''
If you don't have such an ability, you can't use Block.

{\bf Special} is an ``OK'' gesture (index finger touching thumb in a circle,
other three fingers extended, hand held vertically, palm outward).
This represents something Weird, like magic.  Every Special is different;
if you have one you'll know what it does, and if someone uses one on you
they'll tell you what happens.  Unless the Special specifies otherwise,
it ties any other symbol.  There will usually be some additional effect
like ``You fall unconscious'' or ``You die.''  Again, abilities to use
these are usually of the form ``2 Specials per combat.''  If you don't
have such an ability, you can't use Special.

In each round of combat, count off ``1, 2, 3, show.''  On ``show''
each combatant displays a symbol towards the person they are
attacking.  You only attack one person, but you use your symbol to
defend against everyone attacking you.  If you were Surprised, you
don't show a symbol for the first round.  Any time you don't show a
symbol (Surprised, or tied up, or...), you do no damage and lose to
everyone attacking you.

If your symbol beats your target's, you get to hurt them.  Tell them
your Martial Attack score.  They subtract their Martial Defense score.
If the result is positive, they lose that many Hit Points.  You don't
get to know your target's Martial Defense or Hit Points, but you can
tell whether you hurt them at all or not.

Often games set \emph{everyone's} MA to 1 and MD to 0, so that a hit
always does exactly 1 HP (+weapons).

If multiple people attacked you, you use your symbol to defend against
each separately (but only counterattack one); for each attacker that
beats your symbol, you take damage.

Blocks \emph{never} do damage; they only protect you.  (Their point
is to take up your opponent's limited number of Cheats and Specials
and/or let you escape the combat.)

Unless otherwise specified, no one takes damage from a tie.

When everyone knows how much damage they took, the next round begins
with ``1, 2, 3, show'' again.

Game rules will give typical stats, publicly known effects of weapons
and armor, and healing rates.

\vfill
\subsection*{Example} 
Batman and Robin both say ``Martial Attack'' to the Joker at once; he
responds ``Martial Defense.''  They count ``one, two, three, show'' and
display symbols:  Batman shows a Rock towards the Joker and Robin a
Paper (having agreed beforehand on that, so they'd be more likely to 
damage him); the Joker shows Paper towards Robin.  The Joker and Robin
tie, so neither of them damages the other.  Batman's Rock is defeated by
the Joker's Paper, so Batman does no damage; the Joker doesn't damage
Batman, since he wasn't attacking him, even though Paper beats Rock.

Everyone counts ``one, two, three, show'' and redisplays.  This round,
Batman shows Paper and Robin Rocks, and the Joker switches to
attacking Batman with a Scissors.  Now the Joker damages Batman and
Robin damages the Joker.  The Joker says his MA score, ``3''; Batman
mentally subtracts his MD of 1, getting 2, and takes 2 HP.  Robin says
his MA score, ``2''; the Joker subtracts his MD of 1, getting 1, and
takes 1 HP.  Everyone had 3 HP to begin with, so they're all still up,
and the fight continues.
 \newpage

\lsubsection{Phi}

This evolved from the ``Rock, Paper, Scissors'' system.  Remember the
basics are in \re{Combat}, including initiating, joining, breaking out
of, and using weapons in combats.

You have one combat stat, Phi (the Greek letter $\phi$).  It serves as
offensive power, defensive power, and damage capacity (instead of
having separate Martial Attack, Martial Defense, and Hit Point stats).
You should memorize your Phi.

Rounds are based on the game ``Rock, Paper, Scissors,'' which involves
showing hand symbols to each other.  There are three symbols:

{\bf Rock} is made by a fist.

{\bf Paper} is made by a flat hand held horizontally, palm down.

{\bf Scissors} is made by the first two fingers extended out of a
fist, looking vaguely like a pair of scissors.

These represent different kinds of combat maneuvers.  They defeat each
other cyclically: Scissors cut Paper, Paper wraps Rock, Rock crushes
Scissors.  (Each ties itself.)

In each round of combat, count off ``1, 2, 3, show.''  On ``show''
each combatant displays a symbol towards the person they are
attacking.  You only attack one person, but you use your symbol to
defend against everyone attacking you.  If you were Surprised, you
don't show a symbol for the first round. 

If you are wielding a weapon (\see{Weapons in Martial Combat}), it
adds its ``weapon-like'' Phi to yours.  This will be on its item card;
typical ``weapon-like'' Phi values are Club +1, Knife +2, Sword +3.

If your symbol beats that of your target, tell them your Phi score.
You may ``pull your punch'' by saying a lower score.

If an attacker wins RPS over a defender with lower Phi, the defender
is knocked unconscious for ten minutes.

If an attacker wins RPS over a defender with equal or higher Phi, the
defender loses one personal (not weapon-like!) Phi.

On a tie in RPS, each defender loses one personal Phi (in a one-on-one
fight, that's both of you).

Remember that you use your symbol to defend against everyone, but you
only attack the single target you extend your symbol towards.

If you don't show a symbol (e.g.~were Surprised), your Phi is zero (so
you \emph{will} be knocked unconscious).

If your personal Phi reaches zero, you are unconscious for ten minutes
(weapon-like Phi notwithstanding).  Phi never goes below zero.

After Phi scores are adjusted, if more than one combatant is still conscious
a new round of combat begins with a new count of ``one, two, three, show.''

Phi lost in martial combat returns at a rate of one per minute (though not
\emph{during} combat).
If you have been knocked unconscious in martial combat, you can only
recover to Phi-1.  (If it happens again, only to Phi-2\ldots etc.  If it
happens so much you can't recover beyond zero, you're in a coma; tell
a GM.)  The remainder is long-term fatigue damage.  It comes back at
one Phi per night.  Medical attention might also restore long-term
damage; those with appropriate skills will know how this works.

Game rules will give typical personal Phi and publicly known weapon-like 
Phis.

\vfill
\subsection*{Example}
Batman (personal Phi normally 4, but down to 2 from losing earlier
combats), armed with a Bat-Knife (2 weapon-like Phi), and Robin (Phi
2, unarmed), both say ``Martial Attack'' to the Joker (Phi 3 and armed
with a stolen Bat-Knife), who responds ``Martial Defense.''  the Joker
(Phi 3), armed with a stolen Bat-Knife.

They count ``one, two, three, show.''  Batman extends a Rock towards
the Joker and Robin a Scissors (having agreed beforehand on those, so
they'd be more likely to damage him), while the Joker shows a Rock
towards Robin.  Batman and the Joker tie, so the Joker takes one Phi
--- Batman doesn't, since the Joker wasn't attacking him.  The Joker's
Rock beats Robin's Scissors, so the Joker tells Robin his
personal+weapon Phi, ``5''; Robin mentally compares this to his
personal+weapon Phi of 2 and falls down unconscious.  Batman is still
at 2 personal + 2 weapon Phi; the Joker is now down to 2 personal + 2
weapon Phi also.  Robin is out of it.

They again count ``one, two, three, show.''  Batman uses a Rock again
and the Joker switches to Paper, winning.  The Joker says his
personal+weapon Phi, ``4''; Batman mentally compares to his
personal+weapon Phi of 4 and loses one personal Phi, bringing him down
to 1.

In the third round, Batman switches to Paper, and the Joker stays with
Paper.  They tie, so each loses one personal Phi.  The Joker is now at
1 personal Phi, so he's still conscious.  Batman is now at zero
personal Phi, so even though he has two weapon Phi he falls unconscious.
Woe to the Dynamic Duo!  If the Joker leaves them alive, they'll wake
with 1 Phi each; since they've each lost a long-term Phi from fatigue,
they each only recover to 1 Phi today anyway, so they'll be pretty weak
until they get some sleep or see a doctor.  Meanwhile, the Joker gets
his 2 lost personal Phi back at one per minute.
 \newpage

\lsubsection{Cinematic}

This system is slower but more entertaining to watch than the others;
it is found in games that want to discourage martial combat in favor
of guns and/or that are of a genre involving lots of flashy fighting.

Remember the basics are in \re{Combat}, including initiating, joining,
and breaking out of combats.

You only have one combat-relevant stat, your Hit Points.  Instead of
stats for offensive and defensive capability, you have Maneuver Cards.
Each is a combat maneuver you are capable of, whether you picked it
up on the street, trained at the spy agency, or whatever.

Each round, each combatant selects one Maneuver Card and one other
combatant to attack.  You use your chosen maneuver to defend against
all attacks made against you that round as well as to attack your
single target.

For each person attacking you (or that you're attacking), hold up your card
with the side that says ``compare this side'' facing you while they hold
up theirs.  Line up the cards.  On the side of their card that you see
there will be a line of boxes saying ``Hit'' or ``Miss''; next to it,
on your card, is a line of boxes saying ``Block'' or ``No Block.''

Each ``Hit'' that lines up with a ``No Block'' does one Hit Point of
damage to you.  If the box says ``Hit~$n$'' instead of ``Hit,'' you take
$n$ points of damage if your maneuver doesn't Block it.
(The attacker cannot ``pull their punch'' and punt Hits at this point.)

Of course, you only take damage from the people attacking you, and only
do damage to the single person you are attacking, even in a large combat
where you compare your maneuver to many other people's.

If you were Surprised, you get no maneuver the first round; you do no
damage to anyone and take all the Hits on attackers' cards.

If you are hit at all by an attacker's maneuver, enact the 
effect described on the side of their card facing you.  (Thus the
``cinematic'' nature of the system.)  Some cards may have special effects
beyond role-playing, like ``you fall down'' or ``I escape.''

Even if a maneuver that hits you has nothing special to role-play,
your opponent can still tell if they hit you at all or not, though not
how \emph{much} they hit you.

Not all Maneuver Cards can be used at all times; they will list their
requirements.  For instance, a card that says ``Requires: sword''
cannot be used unless you are wielding a sword.  (This is the point of
weapons in this system; they let you use more studly maneuvers if
you're skilled with them.)  Unless a card says otherwise, you must be
standing to use it.

There are three maneuvers that anyone can use, even without a card.
Pretend these maneuvers' cards have all ``Miss'' and ``No Block'' on
them; when you use one you do no damage to anyone and take all the
Hits of anyone attacking you.  These maneuvers are Stand Up (if you're
down), Fall Down (if you're up) and Draw Weapon (no requirements).
You declare that you are using such a maneuver at the same time as
other maneuvers are revealed (by holding up cards); it takes effect at
the end of the round (in case your opponent's maneuver works only on
fallen opponents, or whatever).  Remember that you cannot fire a gun
once engaged in martial combat.

After everyone has calculated their wounds and enacted any hit effects,
the next round begins.

Game rules will give healing rates, and possibly typical numbers of
Hits and Blocks.

\subsection*{Example}
\ \begingroup \scriptsize \parindent=0pt \makeatletter

% Steal combat card TeX from the Game Template; shrink dimensions.

% set width/height of each slot and of the center in terms of single scale
\newcommand\@setnewlength[2]{\newlength{#1}\setlength{#1}{#2}}
\@setnewlength{\@scale}{.8cm}
\@setnewlength{\@hitwide}{1.5\@scale}
\@setnewlength{\@hittall}{0.6\@scale}
\@setnewlength{\@cenwide}{6.0\@scale}

% we'll want to be able to tell if we're doing the front or the back
\newif\if@front

% we'll want thick horizontal and vertical lines
\newdimen\@thickness \@thickness=1pt
\newcommand\@hthick{\hrule height\@thickness} % thick horizontal line
\newcommand\@vthick{\vrule width\@thickness}  % thick vertical line

% make this side (front or not front) of the card
\newcommand\@cine[6]{
  \fboxsep=0pt    % no separation from framebox to contents
  \fboxrule=\@thickness  % frame lines as thick as the others
  \leftskip=2ex plus1fil   \rightskip=2ex plus1fil  % center text, with margin
  \fbox{% framed box
    \valign{##\cr   % line up the *columns* properly
      \hsize=\@hitwide #1                   % attack
      \cr % end column
      \noalign{\@vthick} % thick vertical line after attack column
      \hsize=\@cenwide
        \vfil
        {\bf #3} \break\vfil                % title
        #5 \break\vfil                      % description
        \if@front {\em Requires: #4}        % requirements on front,
        \else {\em If hit:\/} #6 \fi        % effects on back
        \break\vfil 
      \cr % end column
      \if@front \vfil \llap{\rotate{\em Compare this side}} \vfil \fi 
      \cr % end column
      \noalign{\@vthick}% thick vertical line before defense column
      \hsize=\@hitwide #2                   % defense
      \cr
    }%
  }%
}

% hits *optionally* have a single digit
\newcommand\h{\futurelet\@next\@h}
\newcommand\@h{\ifcat\@next1\def\@tmp##1{\@hit{##1}}%
               \else\def\@tmp{\@hit{}}\fi\@tmp}
\newcommand\@hit[1]{\@greybox{HIT #1}}

\newcommand{\m}{\@whitebox{miss}}
\newcommand{\bl}{\@whitebox{block}}
\newcommand{\nb}{\@greybox{$\mbox{NO}\atop\mbox{BLOCK}$}}

\newcommand\@ps[1]{\special{ps:#1}}

\newcommand\@entry[1]{\vbox to \@hittall{\vfil#1\vfil}}

\newcommand\@whitebox[1]{\@entry{#1}}
\newcommand\@greybox[1]{\hskip0pt\@ps{gsave 0.75 setgray}\vrule width\@hitwide
        \@ps{grestore}\hbox to 0pt{\hskip-\@hitwide\bf\@entry{#1}}}

\newcommand{\attack}{\@column}
\newcommand{\defend}{\if@front \let\@next=\@column
                     \else \let\@next=\@blankcol \fi\@next}

% to change how many attack/defense slots there are, just change 
% \@column to take and use N and \@blankcol to take N --- you'll also
% probably have to adjust the #rows of cards and/or their height 
\newcommand{\@column}[5]{\centering #1\@hthick#2\@hthick#3\@hthick#4\@hthick#5}
\newcommand{\@blankcol}[5]{~}

\newcommand\Bat{\@cine
  {\attack{\h}{\h}{\h}{\m}{\m}}%
  {\defend{\nb}{\bl}{\nb}{\bl}{\nb}}%
  {Patented Bat-Wham}%
  {nothing}%
  {A swirl of fists about the head and chest}%
  {Say ``Oof!'' and stagger back a step}%
}

\newcommand\Joker{\@cine
  {\attack{\h3}{\m}{\m}{\m}{\m}}%
  {\defend{\bl}{\nb}{\nb}{\bl}{\bl}}%
  {Poke in the Eye with a Sharp Stick}%
  {a sharp stick}%
  {funnier than a poke in the eye with a blunt stick}%
  {Clap hand over eye, exclaim ``Ouch!''}%
}

\hbox{\rotate{\normalsize\em Batman sees} \@fronttrue\Bat \@frontfalse\Joker}

\vfil

\hbox{\rotate{\normalsize\em Joker sees} \@fronttrue\Joker \@frontfalse\Bat}

\endgroup

Batman goes for a high-offense, moderate-defense Bat-Wham.  Armed with
a sharp stick, the Joker tries to poke Batman in the eye with it and
defend with his other arm.

The Joker is hit twice, for one point each.  Batman is hit only once,
but for three points.  The Joker says ``Oof!'' and staggers back, while
Batman claps his hand over his eye and cries ``Ouch!,'' delighting onlookers.

If they both still have positive Hit Points, they now select
their cards for the next round.
 \newpage


\end{document}

