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\begin{document}

\noindent
\emph{This document is the concatenation of the two Airplane2! rules documents,
i.e. Ye Olde Standardized Assassin Rules and plain Rules.  The source has
been edited enough to make it latex without game packages, which alters
formatting slightly.}

\begin{center}
  {\frakfamily\Huge\mytitle}\\
  For Approved$^{\rm tm}$ Assassin Games\\
  Edited by Big Brother Productions, for your protection.\\
  {\rm\copyright}1999 Me, and the MIT Assassins' Guild
\end{center}


\sect{How To Use This Document}

This document is presented as a set of Standardized Rules for Assassin
Games.  It is a compilation of the rules that experienced assassins
have memorized.  By ``Assassin Game'' we mean games of ``Assassin;''
this doesn't include pansy, experimental games with no disc guns.

Games implemented with this document meet the CAM (Crufty Assassins
Majority) Requirements For Excellence.  Games which do not use this
document shall be known as inferior and/or experimental.

The intent of this document is to set aside all the rules that
Experienced Assassin already know and don't want to read.  New players
can read them once and memorize them; Experienced Players can simply
claim knowledge of these rules and be exempt from putting any thought
towards reading.

Games which use these rules will want to write a few custom rules, of
course.  Custom rules which contradict standard rules must be
documented as such, with a complete reference to the conflicting
standard rule, signed by all the GMs and a notary.  Rules which are
simply in addition to this document can all be grouped together and
documented as a single contradiction.

\sect{Basics}

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.  In general, try to use ``common sense,'' even though a GM may
have a hard time explaining their own notion of just what ``common
sense'' is.  No rule is perfect.  So, try to go with the spirit of the
rule instead of the letter.

{\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.  The GMs reserve the right to make
decisions which violate the letter of the rules in order to preserve
their spirit.



\sect{The Game World vs. the Real World}

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.

Always be sure to keep the distinction between you, the {\em Player},
and your {\em Character}.  Your Character may have different tastes,
background, knowledge, and morals than you, the Player.

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
{\em Player}, are getting angry with the other {\em Player}, you
should take a break and calm down.  If you think someone else is
crossing this line, you might politely suggest that they do the same,
but don't push the point.
 
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.'').


\sect{Out of Game}

\subsect{Game Halts}

Game Halts are for Players who want to get a GM on the scene or
resolve Player confusion ({\em not} to stall for character time).
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 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.

\subsect{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.

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.  You do {\em 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.


\sect{People}
\begin{description}\topsep-\parskip \partopsep0pt \itemsep0pt \parsep0pt

  \item[Players] People like you, who are playing a game.  Be nice to
  them.  Be sportsmen-like when competing.

  \item[GMs] 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.

  \item[Game Mommies] (Not to be confused with GMs) A Game Mommy is
  someone who helps the GMs write and/or run the game.  A Game Mommy
  is 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.

  \item[Non-Players] ``Non-Players,'' or ``NPs,'' are people who are
  not playing the game.  Do not annoy them.  In general, do not take
  part in any ``violent'' game action in front of them.  Do not use
  them as cover or otherwise abuse their presence for your character's
  sake. If they are having problems with a game going on, send them to
  the GMs.

  \item[Non-Player Characters] ``Non-Player Characters,'' or ``NPCs,''
  are characters that exist in game, but are played by an Observer or
  GM (or sheet of paper, or nothing in particular...).  NPCs, unlike
  NPs, {\em 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{}.

  \item[Observers] A Observer is someone who is observing the game,
  but not participating. 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.


\end{description}


\sect{Your Character Packet}
\begin{description}\topsep-\parskip \partopsep0pt \itemsep0pt \parsep0pt

  \item[Character Sheet] 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.

  \item[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. Your personal views might not be reflected at all by the
  Bluesheet. When in conflict, your Character sheet will {\em always}
  override the information in a Bluesheet.

  \item[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.
  Often, they describe game mechanics your character can use.

  \item[Stat Card/Death Report] You should {\em not} tell people what
  any of your stats are unless otherwise instructed.  Fill out the
  ``Death Report'' if and when your character dies, so the GMs can
  have a record of what happened for whatever purposed they would want
  such information.

  \item[Ability Cards] These are 2-sided index cards that are
  abilities your character has.  They have their own special rules,
  and sometimes an associated greensheet.  To use them, you follow the
  instructions, make sure that other characters seeing you use the
  ability see the ``ability effect,'' and describe what is happening
  (``I form a ball of fiery doom in my hand and throw it'').

  \item[Name Badge] You must wear your badge at all times while you
  are playing in the game.  ID numbers on badges are used only for
  game mechanics and can not be written down or referred to in
  character.

  \item[Item Cards] See Items, below.

  \item[Money] Slips of paper that represent ingame money.  Do not
  print/copy your own.

  \item[Memory Packets] You may open these and read them anytime you
  see/hear the number/description on the front. If you see/hear them
  subsequently, the information still holds.

\end{description}


\sect{Items}

An item is represented as a little white index card with a number and
description.  Item cards are ingame (representing the item) and may be
shown to others, given, stolen, etc.  The {\bf item number} on the
card is {\em not} ingame information and may not be spoken of.

As always, {\em use common sense}.  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.
Even if your bag can carry a shovel in it, the shovel noticeably
sticks out, so you would have to go around saying out-of-character,
``you see a shovel sticking out of my bag.''

\begin{description}\topsep-\parskip \partopsep0pt \itemsep0pt \parsep0pt

  \item[Bulkiness] A 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.  Cooperation is possible.  It should be clear to
  onlookers which people are carrying the item (the Players should be
  holding the item card together).  Any hands 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.

  \item[Props] Some items may have {\bf props} --- {\bf ``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.  Items which are {\bf
  props} are generally as bulky as the prop, unless otherwise
  specified.

  \item[Containers] Some items are {\bf Containers}, like crates or
  personal bags.  A Container usually has 2 things associated with it:
  Bulkiness and Capacity.  Bulkiness works the same as for other bulky
  items; a container could be 1 or 2 or n Dots (Hands) Bulky, meaning
  you need at least n hands to carry it.  A Container also has {\bf
  Capacity}, which is also measured in Dots or Hands; this is how many
  Dots of items can be stored in it.  So, for example, a crate may be
  2 Hands bulky and have 4 Hands Capacity.  So, yes, a Container can
  have a bigger Capacity than its Bulkiness.  You can put its Capacity
  in Bulky items inside the envelope which should be attached to the
  Container item card.  Also, when dealing with non-bulky items, you
  pretty much put as many as you want into a container, but use common
  sense.  You can't fit 3,000 rocks in a purse, and you can't fit 45
  cans of beer in a already stuffed crate\ldots

  \item[Written Information] 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.

\end{description}


\sect{Searching}

Two types of searches can be done on a person.  Searching a person
does not mean you've searched their back-pack or purse unless you've
explicitly said so.

\begin{description}\topsep-\parskip \partopsep0pt \itemsep0pt \parsep0pt
  \item[``Pat-Down'' Search] This type of search simulates the
  stereotypical TV cop ``frisking''.  This search will only reveal the
  presence of weapons (guns and hand-to-hand).  This takes as much
  time as it takes your victim to tell you what you find.  (For
  example, ``You find a crossbow in this pocket and a knife in this
  one.'')
  \item[Total Search] This type of search simulates a mildly invasive
  complete search of the Character's entire clothing.  This takes as
  much time as it takes your victim to hand over his game items.  In
  addition to item cards and phys reps, this includes any notes your
  character has made. If you're the victim, do this at a reasonable
  pace; don't stall.

\end{description}


\sect{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.  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, {\em call a Halt}.  Combats are
{\bf not} to cause property damage, either.

\sect{Death}

Your character may die in game.  If this happens, there are a few
things you should do/keep in mind:

\begin{itemize}{}

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

  \item Feel free to remain on the scene to play the part of your
  corpse.  Only in this case can you give out any information, and
  even then, only what's {\em 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 {\em can't}
  say ``Joe shot me,'' ``I was beaten and then killed,'' etc.

  \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.

  \item Come tell a GM.  Make sure they know your character is dead.

\end{itemize}

%\newpage
%\sect{Appendix A: Combat Systems}

%\subsect{WYSIWYG}

%The WYSIWYG (What You See Is What You Get) combat system is by far the
%simplest and quickest combat system.  Player's duke it out,
%representing their characters doing the same.

%For safety, neither biting nor gouging is allowed.

%\subsect{Cinematic Charts}

%Each character has a 

%\subsect{Bidding}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\begin{center} 
\Large Airplane2! Rules \\
\normalsize
Written by Chay Casso, Ken Clary, and Ricky Leiserson.\\
This game and all of its text \copyright1999 The MIT Assassins' Guild.
\end{center}

\section{Introduction}

This game uses the ``{\bf Ye Old Standardized Assassin Rules}''
document as the basis for rules.  If you have not read this document,
read it.  If you have read this document, read it again.  You will be
held responsible for this material; {\bf it will be on the test}.

The GMs apologize ahead of time for any errors or contradictions in
the rules.  Oh wait, no we don't.  We rule!

The ultimate goal of this game is for people to have fun.  Keep this
in mind.  If you're getting too stressed out, take a break.  {\em
Don't} hurt any other players.  Try not to get hurt yourself.  It's
just a game; don't take it too seriously.


\section{Smackdown}

The GMs reserve the right to whup all of your asses if people try to
pull wacky, dangerous shit.  Yoda told you no, muthafucka. What the
fuck is wrong with you, bitchass?  Hand me my lightsaber.  It's the
one with ``bad motherfucker'' written on it \ldots

The GMs also reserve the right to play with your mind.


\section{Game Area}

Game Area is room 66-110.  The only time when you may regularly leave
game area is to use the restrooms on the first floor of building 66.
This is a kludge; don't abuse it.

\section{Items, the Shuttle, etc.}

We're not limiting personal bags in game, meaning you can bring a book
bag or such and assume your character has an equivalent bag (we'll
tell you if this isn't the case for some special reason).  You don't
need an item card for your bag.  Since it is effectively a prop, it
doesn't have a number for Bulkiness; it is as Bulky as the prop is.
Generally, an average-sized handbag has a 1-hand capacity; an
average-sized bookbag has a 2-hand capacity.

Most stuff on the shuttle is {\em kludgite}, meaning you can't mess
with it, so don't try.  For example, you can't do anything with the
sound system in the room (unless you know otherwise), which may at
times represent the shuttle's sound system.  Another example is the
inflight movie.  Shooting the screen, thinking you can play with the
vcr controls, and other such things will have no effect.

The noteable exception to this are the walls.  See ``Danger! Vacuum!''
below.


\section{Danger! Vacuum!}

If, at any time, you shoot a wall in the room (other than the front
wall with the blackboards) or see someone else do it, you should call
a Halt and get a GM immediately.  You've just damaged the ship's hull,
quite possibly unleashing the vacuum of space upon your sorry ass and
those of the other passengers.  Sucks to be you.

\section{Ladies and Gentlemen, Please Do Not Panic}

On your stat card should be a ``panic'' stat.  This number is roughly
how panicky and nervous you are.  A panic stat of 0(zero) means you
are quite calm, so far as panic goes.  At 5, you tend to start getting
a little irrational.  At 10, you're probably about to have a
breakdown, and at 20, if you're not screaming uncontrollably, you will
be soon.  These are approximations.  Roleplay your panic stat
accordingly.

Occasionally, events will happen which will make you raise your panic
stat by certain amounts.  A GM or something else will tell you when
this happens.  By default, your panic stat drops by 1 every 30
minutes, from the last time your panic stat was raised (i.e. you
slowly calm down).  {\em You can not have a panic stat below 0.}

Some of you may have memory packets marked by ``Panic'' followed by
some number, i.e. ``Panic 7'' or ``Panic 20.''  You open these packets
when your panic stat reaches the number, and do what the contents say.
You cannot ``skip past'' packets by getting your stat raised by more
than 1 at a time.  {\bf Note:} Once you've opened a panic packet, it
can affect you repeatedly, but only on the way up, not the way down.
For example, let's say you have a ``Panic 5'' packet.  You reach Panic
5, open the packet, and do what it says.  Soon after, you panic stat
is raised to 6.  However, after that, your panic stat doesn't raise
for awhile, long enough for it to start dropping.  When you {\em drop}
to 5, you do not reopen the packet.  When you drop below 5, you do not
reopen the packet.  But if you later get your panic stat raised {\em
again} to 5, you reopen the packet and follow its directions.


\section{Hit Points, Unconsciousness, and Healing}

Everyone has a {\bfseries Max Hit Points (HPmax)} stat.  Your HP can
never go higher than your HPmax or lower than negative HPmax.  You
start game with HPmax worth of hit points.

Normally, you {\em heal 1 HP every 5 minutes} (assuming you're
injured).  If your HP is {\em zero or negative, you are unconscious}.
You will wake up when you reach an HP of 1 or more.  If you are at
negative HPmax hit points, instead of healing, you will {\em bleed to
death in 5 minutes}.

Any conscious person can give first aid to someone who is bleeding to
death by spending {\em 1 minute} dressing wounds (they can die during
that 1 minute).  If you are bleeding to death and someone gives you
first aid, you are still at negative HPmax hit points, but you are now
healing normally.


\newpage
\section{Martial Combat}

\subsection{Basics}

Everyone has a base {\bfseries Defense Pool (DP)} stat.  This number
represents your ability to defend yourself in hand-to-hand combat.  It
is how much total damage you can ``soak'' (ignore) in a single round
from your attackers.  You only actually take net damage (total damage
minus your effective DP for the round) at the end of a round.

Everyone also has an {\bfseries Attack (MA)} stat.  This is about how
good you are at attacking, and is (usually) the basis for how much
damage you do in combat.

All attacks and other spiffy things you do in martial combat are done
with {\bfseries Combat Cards}, which are abilities specific to martial
combat.  All Combat Cards will have details of their use and effects
printed on them.  All Combat Cards have a {\bfseries DP cost}, which
is the number of points you must remove from your {\bfseries base
Defense Pool} for the round in which you use the card (i.e. you have a
smaller {\bfseries effective DP} for that round; you ``get the points
back'' afterwards).

You may only use 1 Combat Card per opponent per round.  Also, the
total DP cost for all cards you play in a round may not exceed your
base DP.  You may use the same card more than once in a round, but you
repay the DP cost each time.  If, {\em as a special exemption}, a card
says that it can be used even if it would give you a negative DP for
the round, then having negative DP means you take extra damage,
i.e. you {\em hurt yourself by that many HP}.

Some Combat Cards may include extra effects {\bfseries ``if they
hit.''}  This means that if the target would take damage {\em without
the extra effects}, the extra effects (damage bonuses, side effects,
etc.) apply in addition.

If no cards played on you have such extra effects, then damage just
sums against your effective DP.  However, if you are fighting multiple
opponents and 1 or more use a card on you with some ``If this card
hits:'' effect, you will need to determine which cards hit and which
don't.  Instead of determining net damage by just summing the attacks,
you can cumulatively ``spend'' your effective DP against each opposing
card, one at a time, until you run out of effective DP.  You take the
remaining damage not soaked, and you take the possible extra effects
from cards that are still doing at least 1 HP of damage.

For the sake of avoiding player crowding and confusion, your character
may not be in direct combat with more than 3 other characters at a
time.

In all cases where you are using a stat in combat, you may ``pull your
punches'' and use a lower number.

{\bfseries Surprise:} if you are surprised in martial combat, you have
a DP of 0 (zero) and may not use any Combat Cards for the first round.

{\bfseries ZoC:} Zone of Control.  If you can touch another player
when both of you have arms and hands outstretched towards each other,
you are in ZoC of each other.  When you are in combat, you cannot move
out of ZoC of your opponents until the combat is over.  Whether you
are in or out of combat, you should try to not get {\em closer} than
ZoC to people who are in combat.

\subsection{Rounds}

Martial combat is initiated when an attacker says ``martial attack, 1,
2'' to another character, while in ZoC of that character.  They should
say this in a clear and audible voice, at a reasonable speed (such
that it takes {\bfseries 2 seconds}).  The attacked character can
respond with ``martial defense'' (ok, ``martial attack'' also counts)
within this time, or else they are surprised.

That 2 second window is also the time when other characters who wish
to join the combat may try.  To join, they must be in ZoC of the
character they are fighting and also proclaim ``martial attack.''
{\em A character may only declare ``martial attack'' against a single
opponent.}

During this initial 2 second window, characters involved {\em may
neither move out of ZoC nor draw items}.  You may use an item already
drawn (i.e. fire a gun as many times as you can in 2 seconds) or play
an ability card (just one), though if you do either of these and the
attack is not stopped, you are surprised (may not say ``martial
defense'').  Obviously, you lose these options if you have already
said ``martial attack'' or if the 2 seconds run out.

At the beginning of a round, everyone chooses their Combat Cards (do
so reasonably quickly), before any cards are played.  Then all cards
are played at the same time against opponents.  {\em All damage
etc. happens simultaneously.}  Everyone tallies damage, then the round
is over.  Fall over if you must.

Once the round is over (make sure all players are clear on this and
not confused or stalling), all characters who are still attacking
should say ``martial attack, 1, 2'' towards a target (again, it should
take 2 seconds).  Other characters not already in combat but in ZoC
can join this way.  {\em Remember: a character may only declare
``martial attack'' on one opponent at a time.}  Characters who were
already in combat can't be surprised at this point.  Only characters
who are just joining have the option of using a already-drawn weapon
or playing a single ability card during the 2 seconds; none involved
may draw new weapons or other items.

If, at this point, no opponent has declared ``martial attack'' on you
and you haven't declared it on anyone, you are out of combat and may
leave.  Characters still in combat fight another round as normal.


\section{Weapons}

All weapons have both a physrep and an item card; these 2 things
should stay together, but when in doubt, the item card represents the
real item (i.e. if someone has taken your weapon item card but not
your physrep, you don't have the weapon; it's ok to keep the item card
in your pocket while the physrep is in your hand).

\subsection{Melee Weapons}

All melee weapons need a boffer physrep; these will be supplied by the
GMs.  If you have some spiffy physrep you want to use, get it approved
by the GMs before using it.

Melee weapons have any relevant combat information (damage bonuses,
etc.) on the item card.


\subsection{Guns}

Hits to anywhere on the body (torso, head, limbs) count the same.
{\em Please don't aim for the face.}  If a shot hits clothing or long
hair in a way such that it would not hit the body when passing
through, it doesn't count.

Dart gun (anything that fires standard patrol darts) hits do
{\bfseries 6 HP} of damage.  Dart ammo is assumed to be freely
available.  When firing {\em any other projectile weapons, call out
the damage every time you fire}.

Any shots that hit someone who is engaged in martial combat do full,
equal damage {\em to that character and any characters they are
directly fighting}.


\section{Killing Blow}

Performing a killing blow requires a few things:

\begin{enumerate}\topsep-\parskip \partopsep0pt \itemsep0pt \parsep0pt
  \item the victim must be within ZoC
  \item the victim must be helpless
  \item you must have a weapon (melee or ranged)
  \item you must say ``Killing blow 1, killing blow 2, killing blow
  3'' in a clear, audible voice, at a reasonable pace.
  \item if you get attacked or shot during the incant, you are stopped
\end{enumerate}

Stopping a killing blow (without an actual attack) requires you to be
in ZoC and say ``I stop you'' or some other equivalent phrase.


\section{Headbands etc.}

\begin{description}\topsep-\parskip \partopsep0pt \itemsep0pt \parsep0pt
  \item[White] Observer.
  \item[Red] Vespid.  Probably snarling.
  \item[Black] Um, you'll find out when you need to.
  \item[Other] Ask the wearer.
\end{description}

A body is 2 hands bulky.

\section{Parting Words}

Have fun.  Remember, the real winners are those who have the best
stories to tell afterwards.

\end{document}
