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\begin{Large}
\begin{center}
A Piece of the Action\\
BASIC RULES\\
FALL 1991\\
Assassin Game\\
\end{center}
\end{Large}

\section{Introducation}
The following are the rules for Assassin, a real-time, real-space
fantasy role-playing game.  You are responsible for knowing these
rules.  If you make a mistake because you didn't know the rules or
didn't ask a GM for clarification, tough.  Please note that many of
these rules are well-nigh impossible to enforce, so the game relies
heavily upon the {\bf 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.  Playing loopholes in these rules is likewise not
permitted; the GM is the one who calls whether or not you are playing
fair.

We do, however, have one method of exacting compliance with these
rules.  By willingly choosing to play in this game, you enter into a
tacit agreement with us as follows: If you knowingly violate any of
the rules contained in this document, we the GamesMasters receive
ownership of your eternal soul.  Furthermore, upon receiving
ownership, we reserve the right to negotiate ownership of the
aforementioned soul with any Blood-Drenched Apparition With Fangs
(herafter referred to as BDAWF) of our own choosing.  Upon successful
negotiation, the receiving BDAWF may collect at any time of its
choosing.  This agreement may be referred to as the {\bf Soulcatcher
Clause}.

Above all, the gamesmasters wish to remind you that this is only a
game.  Although it refers to real (in as much as anything is real)
organizations, it does so only for the sake of the scenario.  It is
not meant to make any sort of political, social, economic, religious,
philosophical, technological, governmental, revolutionary, or
geographic comment of any kind, and certainly does not represent the
GM's personal opinions on anything. As a matter of fact, we're all
willing to deny under oath that we wrote it, and we hope that you will
have lots of fun.

{\em Old Players are advised to read through these rules carefully;
several important changes have been made.}
\vspace{\baselineskip}
{\Large {\center {\bf WARNING:  METAGAMING IS HAZARDOUS TO YOUR HEALTH}}}
\vspace{\baselineskip}

\newpage
\section{Getting Started}
\subsection{Game Packets}
You should have received the following things in your packet along
with these rules.  If you are missing anything or find something which
doesn't seem to belong to you, talk to a GM.

\begin{enumerate}
\item[ * ]{\bf Character Profile:}  This tells you who you are, how you think, why
you are here, who your subordinates and what your passwords are (if
you have any), who your friends and enemies are, etc.  As this
represents your personality, history, and beliefs, it may never be
shown to anyone.

\item[ * ]{\bf Scenario:} This is a brief history of recent world events, as well as a
copy of the {\em Guide to Gaming}

\item[ * ]{\bf Combat Card:} This card contains your character name,
your martial attack, martial defense, martial delta, and a number of
other statistics that may or may not mean anything to you, depending on
who you are.

\item[ * ]{\bf Badge:} A badge with your name and ID number on it shows that you are
playing in the game.  You must wear it visibly at all times.
Inactive/dead players will receive badges reading ``I'm Not
Here.''  

\item[ * ] {\bf Adrenaline Packets:} This is a white envelope with the letter {\bf A}
written on it.  This is an adrenaline rush, the effects of which are not
know in advance.  Each player may use this ``ability'' once in the game.
To do so, call a game halt, open your envelope and the effects will
undoubtedly be made clear.  You have 15 seconds to decide what to do after
reading the slip of paper (be reasonable). The contents of the envelope can
*NOT* be told to other players.

\item[ * ] {\bf Combat Adrenaline Packets:} These are the  three
envelopes with {\bf CA}
written on them.  These simulate luck in combat.  Each packet may be used
once in game for one round of martial combat.  To do so, call a game
halt before the scores are read in the combat round you wish it to
effect, open the envelope, and read the directions inside.  When you are
done tell the other players to resume and continue the combat.  Only one
Combat Adrenaline packet can be used for one given round, although you
can use as many as you have left in one combat, if you so desire.
Combat Adrenaline can be used in conjunction with any other combat
``ability'', including regular Adrenaline, unless specifically stated
otherwise.  The contents of the envelope can *NOT* be told to other players.
\end{enumerate}


You may also have received any or all of the following.  Again, if you
think you are missing anything or have something which isn't yours,
ask a GM. 
\begin{enumerate}

\item[ * ] {\bf Bluesheets:} These are sort of like character sheets for an entire
group of people.  It simply gives the information which is common
knowledge to members of that group.  Please note that BLUESHEETS, like
character sheets, ARE NOT PHYSICAL ITEMS.  You CANNOT show them to
other players.  Period.

\item[ * ] {\bf Special Abilities:} These are 4"x6" index cards explaining the rules
covering the use of an ability.  The only way to "show" this ability
to another player is to actually {\bf use} the ability in their
presence.  

\item[ * ]
{\bf Greensheets:} These are used to expand on abilities or knowledge
and like Bluesheets ARE NOT PHYSICAL ITEMS.

\item[ * ] {\bf Money:} The is one form of legal tender: the U.S. dollar.

\item[ * ] {\bf Items:} These may be physical items, slips of paper, or (usually) 3x5
index cards with a description of the object.  An index card with a red dot
on it symbolizes a bulky item that can not be concealed, or possibly even
moved easily.
\end{enumerate}

\subsection{Non-Players}
Not everyone in the world is playing this game.
Some people like to sleep or study undisturbed; others just don't like
having guns waved in their faces.  {\bf Don't piss them off!}

Non-players knowingly affect the game in any way.  They
may not be used to hold items or information, nor can anything be
hidden in a non-player's room.  {\em No game action or game discussion
can occur in front of a non-player.} If you slip up, even if the
non-player said he wasn't bothered or wouldn't tell, call a GM.
Non-players represent conscientious, upstanding citizens who have this
nasty tendency to call the police.  If your friend wants to hang
around the game to see what's going on, send him to us and we'll
arrange {\bf ghost} status.

If, despite your most valiant efforts, some non-players do get upset,
{\bf call the GMs} and let us help calm them down!  Complaints to the Dean's
Office are to be avoided at all costs, because it wouldn't take many
of them to force us to shut the game down permanently.

\subsection{Basic Strategy}
Your first priority as a player is to make sure you understand the
rules.  If you are completely confused, call a GM and we will try to
fix you up.  After that, make sure you know enough about your
character to role-play him when you start talking to other people.  If
there is something about your character you don't know, ask a GM.

As a character, your first priority should be to open lines of
communication.  Call people up, show up at meetings, and chat.  Ask
people questions on relevant subjects.  Sure, they'll probably lie,
but you might just find something out.  Try to be easy to get in touch
with: a day's delay can mean the difference between winning and
losing.

There are no guarantees that you can trust anyone, but since
cooperation is the key to accomplishing things, you will be forced to
trust people anyway.  There are ways of proving loyalties, some of
which might change those loyalties ({\em a la} Heisenberg).  Probably
the most trustworthy people are those who need you.

As a rule of thumb, kill only when you are sure of it.  In other words,
{\em avoid random killings!} 

\section{Items and Information}
\subsection{Reality and Game Reality}
There is a big difference between reality and ``game reality,'' real
items and game items.  This game does {\bf not} give you the right to do in
reality anything normally prohibited by legality or morality.  Under
{\bf no} circumstances may a player's real room be entered or searched, or
real items taken, without the express permission of the player in
question.  Similarly, if you are caught in an illegal location or
action, don't mention the game.  We are not responsible.  We will not
protect you.  You have been warned.

\subsection{Items and Searches}
A game item is anything made specifically for the game, a real item is
anything else.  Remember, a GM can always write up an index card to
represent a real item in your possession.  You may very well at some
point wish to steal an item from someone, either by surreptitiously
stuffing it into your pocket, looting an unconscious or dead body, or
demanding it from a a player held at gunpoint.  If it is a game item,
just take it.  If it is a real item, put a small sign on it saying
``STOLEN'' and contact a GM, who will give you a game item to represent
the real item.  If an item is stolen from you in this way, you may not
use it for game purposes until you could reasonably have replaced it.
For instance, if your room key is stolen, you may not use anything you
left locked in your room until you go down to the desk where you could
get another key.  Desk staffers do not have access to keys except to
issue new ones to the actual resident, nor do they have access to
mailboxes except to deliver mail.

To hide an item, whether in a public or private location, you must
actually hide the item there.  If someone else (including a
non-player) finds it, you have to figure out how to get it back.

To search a public location, simply search the real place.  To search
a private location, call a GM and prove that you have access to that
location.  Nothing short of a special ability (see below) or a game
key or combination will give you access to a private place.  Roommates
or housemates, whether players or not, cannot let you in.  To search
an unconscious or dead person, you must have privacy for as long as it
takes for the victim to pull the stuff out of his pockets and hand it
to you.  Victims, be good sports and do this as quickly as possible.
If the search is interrupted, call a GM.

Written information is a game item.  Any information can be encrypted; 
you can simulate this by real encryption.  If you can decypher the
message, then so can your character Information may not be hidden by
writing  it in the middle of your 18.03 notes, as all people can
recognize game information as such, though they might not be able to
read it.

\section{Violence}
\subsection{Weapons}
This is a game.  This means that you are playing this to have fun, a
fact that's really easy to forget when you are about to die.  Try
to keep your temper.  Any real violence which breaks out is liable to
get someone thrown out of the game.

There are all sorts of weapons you can use in this game.  If you have
a strange idea for a weapon, feel free to call a GM and see if it is
reasonable.  Several restrictions apply to {\bf all} weapons, however.
\begin{enumerate}
\item[ * ] {\bf Size:} It must be fairly small, no bigger than a handgun. 

\item[ * ] {\bf Appearance:} It must not look excessively realistic.  People tend
to react strangely and sometimes lethally around what look like live 
weapons.

\item[ * ] {\bf Functionality:} It has to actually simulate what you say it does.
This means that all guns must shoot something, bombs must make a noise
or light up, poisons must taste bad, etc. 

\item[ * ] {\bf Safety:} It must cause no real damage whatsoever, either to people or
property. Any accidental damage, real or perceived, must be repaired at the
victim's convenience and the offender's expense.  \end{enumerate}


In general, guns are assumed to fire ordinary lead bullets. NOT tranqs.
Bullets. A hit in one of your extremities and that limb is useless for
the rest of the combat.  If you are hit in the chest or head you must
fall down and are unconcious.  All wounds need some type of medical
attention or you will die.  Call a GM to resolve the situation.  In
general, someone hit one time in a non-critical location will probably
survive; someone hit four times in the head probably won't.  Note that
while a real gun usually makes a loud noise, guns in this game make as much
noise as they actually make.  Note also that not all guns look the same. If
someone pulls a vaguely gunlike object out and starts shooting at you, you
should assume its real and ask questions later.

There are two types of guns:
\begin{enumerate}
\item[ * ] {\bf Concealable Guns:} These come in single shot (dart gun)
and 6 shot revolver (disc gun)

\item[ * ] {\bf Big Guns :} These are {\Large BIG} guns that cannot be
easily concealed.  Shot guns are single shot patrol guns. Tommy guns are
20 shot disc guns.  The physical representations of these will have a
large physical attachment to make them evident.
\end{enumerate}

NOTE: YOU {\em DO} NEED AN ITEM CARD TO HAVE A WEAPON.  Only those
weapons represented by item cards actually exist in ``game reality.''
If you think you should have an ``in game'' weapon and don't, contact a
GM.  If you have an item card, but not a real item, contact the
Treasurer of the Guild (currently Derrick Kong.)

Knives should be made out of soft plastic, rubber, or sponge and
should be used {\bf gently}.  Just as with guns, any stab or slash
completely destroys the functionality of the location, and you should
call a GM to figure out what happened. Again, wounds roughly simulate
what would have happened in real life.  Some weapons may also give
bonuses to Martial Attack and Defense. These weapons will have the
bonus written on them (that is, the item card), along with any
restrictions on their use. If you wish to improvise a weapon, please
see a GM.

[needs to be fixed] Poisons can be anything that makes food taste wrong
(salt, for example), air smell wrong (perfume), or items feel wrong (vaseline).
The poison must be noticed by the victim (subject to GM override) for
it to take effect.  All poisons are assumed to take effect
instantaneously, and are assumed to be killing poisons rather than
tranqs, unless otherwise specified in advance to a GM.  Just as in
real life, a person who has been poisoned might survive if given
immediate medical care, but don't count on it.  You may not flood a
room with poison gas; try a balloon-full at close range.  Contact
poisons are only effective against bare skin.  If the person uses a
napkin or gloves to protect himself, he is safe.  You are immune to
accidentally poisoning yourself with your own poison (of any sort),
but this doesn't mean you can smear vaseline all over your bare palm
and shake hands with your intended victim.  Poisons also require an
item card.

Bombs have two components: the explosive and the triggering device.  You
must have an item card for both.  The triggering device can be anything
real that makes a noise or lights up to signify the explosion.  If it
doesn't go off, either by accident or by someone finding the alarm clock
you left in his backpack and turning it off, tough.  The blast radius of a
bomb is variable depending on how much explosive is used, the topography of
the room, etc...  Those who need to know about explosives will.  Please
note that explosives are {\bf loud} and draw witnesses and police, even if no
one gets killed.  Also note that assembling a bomb requires an ability.  If
you really want to try and assemble some high explosives and a detonator
the GM's suggest you go a far distance away from anyone so flying pieces of
body does not get on other players.  If you set off a bomb, whether
accidentally or on purpose, call a GM.

\subsection{Combat}
Combat may occur at any time that the GMs are on duty.  For most of
the game, this will be 24 hours a day.  It may occur in any location
with the following exceptions:

\begin{enumerate}
\item[ * ] Locations where there are non-player witnesses, whether or not
they are looking, or say they won't tell.  Again, please use common
sense and try to avoid starting combats in places where an NPC is
likely to walk in on you.  This means that you can contact poison
someone's chair at an LSC movie if they get up to get popcorn, but you CAN'T
shoot at someone.  

\item[ * ] Any activity offices, notably MITSFS, APO, LSC or ANY ACTIVITY OFFICE,
where you could very easily cause serious damage to property or otherwise
upset non-players.  To prevent abuse of the this privilege, no game
business of any sort, no matter how peaceful, is permitted in these
locations.

\item[ * ] Showers, bathrooms, locker rooms, etc. or any other locations which you are
forbidden to enter.  The only exception to this rule is if a meeting is going on
or a drop is in any of these locations.  (A bathroom is not a
``safe'' place for a meeting, you can be shot there while conducting game
business, but not while you are using it for its real life purpose.)

\item[ * ] The tended victim's room, whether in a dorm, frat, or apartment,
unless he invites your character in (Discussing game business is considered a
tacit invitation).  If he leaves, you have to leave too.  This rule
also prohibits attacks against a person's room, such as a bomb on the
door or contact poison on the doorknob.  If you have 
roommates or housemates, the N of you are considered to live in N
separate rooms for all game purposes.  This means that if you somehow
get into one person's room (your own included), you have not gotten
into a roommate's room.  Please note, however, that it {\bf is} possible
to be in several rooms at once.  Don't ask how this works, it makes my
head hurt.

\end{enumerate} 

Surprise attacks are not permitted off-campus, as you might be
mistaken for a mugger, or a mugger might be mistaken for a player
(most real criminals would not be frightened by a plastic gun).  Once
you have identified yourself as a player, you can do anything you
like.

\paragraph{Disarming Opponents} 

\begin{enumerate}
\item If you see someone attacking you from less than five feet away, you
may attempt to disarm him.  Disputes as to whether the defender was
taken by surprise are resolved in favor of the defender (subject to GM
override).  If your immediate reaction to being shot is to declare,
``Martial Defense,'' then you get to use it.  If your reaction is along
the lines of, ``Huh?  What's going on?'' you were obviously taken by
surprise.  Disarming is only allowed to be {\bf 1} shot retroactive.  So if
the attacker gets off a second shot before you start to say ``Disarm'' then
the moment has passed and you have been shot.

\item Compare the attacker's Martial Attack (MA) to your Martial Defense (MD),
found on your combat card.  If you (the defender) tie or win,  you may
(gently!) toss away all weapons the attacker was wielding.  You may
shoot while attempting to disarm, but your opponent may also apply his
MD to your MA.  If you have to turn around to disarm him (for
instance, if he sticks a gun in your back but does not shoot
immediately, your MD is cut in half (round up).  He can get one shot
off before you are turned around enough to disarm him at full
strength.

\item {\em Please note} that in general, average martial attack scores
are several points higher than average martial defense scores. Unless
you have a friend with you, if someone sticks a gun in your back and
asks you to come along, you should {\bf SERIOUSLY} consider doing it.
Again, use common sense and ask yourself just what your character would
do if it were a real life situation.

\item If you attempt to disarm more than one person simultaneously, subtract
the MA of each one you successfully disarm from your MD before going
on to the next.  Multiple defenders simply add their MDs and disarm as
a unit.  Following any use of Martial Defense or other similar
abilities, action resumes on the count of two.

\end{enumerate}
\subsection{Hand-to-Hand Combat}

\paragraph{Death and Inactivity} 
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 it all.
'Nuff said?

If you think you may be dead or injured, both you and your attacker
must contact a GM as soon as possible.  Until you find out exactly
what happened, you are inactive.  Dead (and inactive) men tell no
tales.  Neither do they talk on the phone, drop hints, or fill their
converstaions with significant silences.  You must do your best to
communicate {\bf no} information to {\bf anyone}, including non-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
really there.  You should pick up an ``I'm Not Here'' button from a 
GM as soon as you can.

\subsection{Kidnapping for Fun and Profit}

Most kidnappings require considerable planning.  It is strongly
recommended that you discuss your plans with a GM first, even more so
than with ordinary assassination attempts.

First you have to get your prisoner.  Sticking a gun in his back is
the most popular method available, but feel free to be creative.
Next, you have to get him wherever you are planning to keep him.  If
you are going to march him along with a gun at his back, then do so.
If he is unconscious, he will have to be carried.  This is simulated
as follows: After establishing that it would be possible for the
kidnappers to actually carry the victim, make 8.5x11 signs, one per
kidnapper, that say in large colorful letters, ``WE ARE CARRYING AN
UNCONSCIOUS PERSON.''  The kidnappers and the victim must then walk
along the intended route, {\bf openly} displaying the signs.  If a
non-player asks anything about the signs, the guns, or what you are
doing, large numbers of policemen magically appear and take everyone
into custody.

Once you have him right where you want him, you have to make sure he stays
there.  Explain to the GM in detail what sort of restraints you are using
and what precautions you are taking (like searching to find the knife he
was hoping to cut your ropes with).  The captive is inactive with respect
to everyone except those people who can actually get to where he is being
held.

\subsection{Getting to the Truth}
say that no one has heard of it.  it doesn't exist, but the players
don't know that.

\section{Non-Player Characters (NPCs)}
The GMs will play any characters needed for the game but not assigned
to any particular player.  If you want to talk to some particular NPC,
just ask a GM to role-play him for you.  Note that these characters,
unlike the GMs playing them, are fallible, not necessarily honest, and
quite possibly bribable. It is also possible that the GM's will
ask dead or former players to play NPC's. NPC's can be shot at,
killed, bribed, of fooled just like any normal player. Note, however,
that they may well have special abilities too, i.e. attacking a bodyguard
might not be the smartest thing to do...

\subsection{The Police}

The police force is made up of players.  If you believe someone has
committed a crime and should be arrested contact the appropriate players.

\section{Miscellaneous}
\subsection{Special Abilities}
Certain people will have special abilities, represented by index cards
explaining the rules specific to that ability.  Those rules may
supersede the rules in this document.  To use a special ability,
simply announce that you are doing so.  You do not need to give any
warning, unless specifically stated on the card.  You should be able
to produce the index card to prove that you actually have the ability
in question.  Certain abilities may suggest going through a GM to
avoid role-playing problems, but this should generally not be
necessary.

\subsection{Computers}
Computers may {\bf not} be used for anything which is illegal at MIT, in
Massachusetts (although it is permissible to sleep with one), or the
United States.  This includes looking at someone else's files without
his express permission, even if he has left them world-readable,
grabbing his screen, and just about anything else that the average
user would object to.  Possession of privileges in real life, whether
rightfully yours or acquired through more creative means, does not
confer them in the game.

Playing in this game in no way exempts you from the standard rules of
terminal room etiquette; being in a terminal room in no way exempts
you from the rules on dealing with non-players.  If you have a
loud conversation, take it out in the hall.  Be willing to surrender
your terminal to someone with real work to do.  Use common sense here,
and err on the side of caution.  It wouldn't take many more complaints
to get us kicked out of all of the terminal rooms permanently.

If you have any questions about what may or may not be done on the
computer, contact a GM.  We reserve the right to cruelly over-react 
to any abuses of the computer systems, whether the abuse is one of
computer use or terminal room courtesy.

Computers {\bf DO NOT} exist in game.  They are out of genre.  The GM's
recognize that this is a major disadvantage to players so we have made the
following kludge.  (We freely admit it is a kludge so don't even ask for
an in game justification)  Email is permissible until game action starts at
4:00pm on Friday February 15, 1991.  All mail should be cc'd to
action@athena and the GM's will forward all anonymous requests recieved
before 4:00pm.  After that {\bf NO} email of any kind will be permitted.  

Zephyr may be used to locate someone and/or set up a meeting, but it
may not be used to pass any game related information of any kind other
than a location and the place to meet.

\section{Closing Notes}
These rules are imperfect, and poorly typed.  Because of these
imperfections, we reserve the right to violate the letter of these
rules in order to preserve their spirit.  We hope that these rules are
reasonably clear, but if you have any doubts about our interpretation,
talk it over with us in advance.  By doing this, you may avoid honest
mistakes that appear to be intentional.  {\bf ALL GM RULINGS ARE FINAL,
REGARDLESS OF WHAT THE RULES SAY.}  We reserve the right to expel from
the game anyone whom we believe to be violating the spirit of the
rules or the game.

Let me also add that, as much as we hate to admit it, we GMs are
human: when all of our carefully laid plans are going haywire, we may
lose our cool.  Remember, the best way to deal with people is by
remaining calm and friendly, especially when everyone is tired and
hungry.

We welcome any suggestions you may have on how to improve these rules
and the game in general.  This game has been in a constant state of
evolution since its humble beginnings as a circle game years ago.  It
has become what it is now because of people who cared enough to make
suggestions, and hopefully it will continue that improvement through
your help.

And so, good luck, and remember...\\
\\
TO ERR IS HUMAN...\\
TO FORGIVE IS NOT OUR POLICY.

%\end{helv}
\end{document}























