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{\Huge\bf Storms of Change}
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{\bf Spring 1992 Assassins' Game}

{\bf Brought to you by Brian Bermack, Steven Conforti, Rick Hartley, Mike
Person, and Mark Rousculp}

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{\large BASIC RULES}
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\tableofcontents
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\section{Preface}

The following are the rules for {\bf Storms of Change}, a real-time
real-space role-playing game run by the M.I.T.  Assassins' Guild.  You
should read through these rules carefully and familiarize yourself with
them.  If you make a mistake because you didn't read the rules or didn't
ask a GM for clarification, you're out of luck.  Please note that many of
these rules are almost impossible to enforce, so the game relies heavily
upon the {\em 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 unfair and not permitted; the GM is the
one who calls whether or not you are playing fair.

There are two basic laws involved here:
\begin{enumerate}
\item The GM is always right. Really. You may disagree with a ruling, you
may not like the rules, but they apply equally to everyone. Remember there
may be things you don't know that influence our rulings.

\item 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. Your character may
be hurt this way, but at least you won't be.
\end{enumerate}

If you violate the rules, intentionally or not, the GMs reserve the right
to apply any punishment they deem suitable.  These include declaring that
you have failed to do whatever you were trying to do, declaring that the
character has died a painful death, and confiscating your eternal soul to
be sold either to a Blood-Drenched Apparition with Fangs (a BDAWF) or to
one of those players who told us in their application that they are
interested in buying one, at our discretion. This is knows as the {\bf
Soulcatcher Clause.}


\section{Getting Started}

\subsection{Game Packets}  \index{packets}

You should soon received the following things in your packet.  If you are
missing anything or find something which doesn't seem to belong to you,
talk to a GM.

\begin{itemize}  
\item {\bf Character Sheet (gray):}  \index{character sheet}  This tells you
who you are, how you think, why you are here, who your subordinates are,
who your friends and enemies are, etc.  As this represents your
personality, history, and beliefs, it {\bf DOES NOT EXIST} and may {\em
never} be shown to anyone.

\item {\bf Badge:}  \index{badge}  You should have a badge and a badge
holder in your packet.  This badge has been preprinted and may {\bf
NOT} be changed in any way by the players.  If you lose it or for any
reason need a new one, come to the GM's.  You must wear the badge in
plain sight at all times that you are active.  When you go inactive
(see below), reverse it so that the ``I'M NOT HERE'' sign on the back
is visible.  Gamemasters can be distinguished by their ``Gamemaster''
badges and the godly aura surrounding their bodies.  Some players may have
more than one badge in their packet for some reason; read your character
sheet before deciding which one you should wear. There is more information
about badges below.

\item {\bf Ability sheet:} \index{ability sheet} This yellow sheet tells
you other factual information about your character's abilities.  It will
contain how much money you have, what languages you can speak, and what, if
any, other abilities you may have and how to use them.

\item {\bf Combat Cards:} \index{cards, combat} \index{combat cards}  These
will be twelve cards, approximately the size and shape of playing cards.
You should keep these cards in your badge holder, as you will need quick
access to them if you should happen to get in a fight.  More on how to use
them in the section on combat.

You may also receive 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{itemize}
\item {\bf Bluesheets:} \index{bluesheet}  These are sort of like
character sheets for an entire group of people.  For the most part, it
gives the information which is common knowledge to members of that group.
Bluesheets {\bf DO NOT EXIST} in the context of the game and may not be
shown to another player, counterfeited, stolen, or read by anybody except
the player who received them.  It should be kept in mind that what a
Bluesheet actually contains is what you think {\em everybody else}
thinks.  Your personal views might not be reflected at all by the
information in a Bluesheet.  Your Character sheet will {\em always}
override the information in a Bluesheet.

\item {\bf Greensheets:} \index{greensheet}  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.  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.

\item {\bf Ability cards:} \index{ability cards} Some abilities, notably
seduction, seduction resistance, and certain combat abilities, require a
card to use. If you have any such abilities listed on your ability sheet,
you should have the corresponding card.

\item {\bf Whitesheets:} \index{whitesheet} Anything written on white
paper, including the player list, is a game item and exists in the game
world. It may be shown to other players, counterfeited, stolen, or
destroyed.  You may have information written down on whitesheets in your
packet, for example, a recipe or a newspaper article. (Note that many games
use pink sheets for this purpose. We aren't.)

\item {\bf Money:} \index{money}  There are many kinds of money in the
world. The most common types you'll find here are Reichmarks and Japanese
Yen.  More on money later; suffice it to say that you probably have some.

\item {\bf Items:} \index{items} These may be physical items, slips of
paper, or (usually) 3x5 index cards with a description of the object.
Game items are generally not counterfeitable.  An index card with an orange
sticker on it is a bulky item that can not be concealed. If you are holding
one, it must be clearly visible, and you must tell any players who see it
what it is {\em even if they don't ask.}  

\item {\bf Ingestibles:} \index{ingestibles} Items in this game that
may be eaten, drunk or otherwise ingested will be represented by a
sealed white envelope \index{envelopes, ingestibles} with a
description of the ingestible on the outside.  Inside the envelope
will be a description of the result of consuming the ingestible. If you
open the envelope, you have ingested the contents.

\item {\bf Memory packets:} \index{memory packets}
These envelopes will be sealed and will have a number, word, or phrase on
the front; they are to be opened when you see something with that number or
see or hear that word or phrase. They contain information which may then be
used, told to other players (or not), etc.  The envelopes and their
contents are {\bf NOT} game items and may not be transferred, read by other
players, or stolen.  Seeing a number which matches an envelope does not
count if it occurs before the official start of game action.  {\bf Memory
packets may not be read before the ID number is encountered or before game
action starts on Friday, nor may you take any action based on the fact that
you have these packets.  If you are uncertain, contact a GM!}

\item {\bf Colored Armband:} \index{armbands}
Colored armbands are used to indicate that a player is wearing an official
uniform of some agency. See the section on uniforms.
\end{itemize}

Also, you should have received the following with these rules.

\item {\bf Player List (Dramatis Personae):} \index{playerlist}  Just
what it says.  Please pay attention to the times posted for calling
another player; if you don't, and you wake someone up, you deserve
whatever vengeance they choose to exact upon you.  In addition, two
players may be sharing an Athena account.  Be sure to indicate to
which player your mail is addressed to.  It is likely that there will
be changes and updates to the list as the game progresses; such
changes will be sent to rumour and posted outside the control room. 

\item {\bf Map of the Kobayashi Research Institute:} \index{map} Also
exactly what it says. It tells you where things are, according to common
knowledge of anyone who wanders around looking for things. There may be
things around that aren't on the map. It is a game item.

\item {\bf List of Organizations:} \index{list of organizations} A list
of organizations which your character has probably heard of, and what he or
she probably knows about them. The fact that an organization is on this
list does not necessarily mean it will be represented in the game; there
may likewise exist organizations that you don't know about.  Anything said
in the List of Organizations should take precedence over anything you
the player know (or think you know) about an organization. If your
character has different or additional knowledge, it will be mentioned in
her bluesheets or character sheet.  This will not be printed out by the
GMs; it, along with the history and some other things, will be on line and
world-readable in {\tt /mit/bcb/Storms}.

\end{itemize}

\subsection{Non-Players and Non-Player Characters (NPCs)} \index{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 are more important
than players.

Non-players cannot knowingly have any effect in-game.  They may not see
anything which would allow them to guess that you are anything more than a
slightly abnormal regular person --- that includes things like holding or
obviously concealing plastic guns, and casually discussing Hitler's plans
to rule the world.  They may not be used to hold items or information,
deliberately spy for players, nor can anything be hidden in a non-player's
room, and they most certainly cannot be convinced to help you kill someone.

Your character should assume that any non-player is a soldier of the type
he would least like to see, looking very annoyed and just waiting for an
excuse to do something nasty.  If you are seen by non-players doing
anything that would look the least bit suspicious in the real world, or if
non-players get annoyed at you for any reason (real or imagined!), you and
everyone else involved should IMMEDIATELY go ``not here'' and contact a GM.
There is not necessarily a time halt. Just find one of us and we'll deal.

If you have an non-player friend who wants to hang around the game to see
what's going on, send him to us and we'll arrange for Ghost
\index{ghost} status for him or her. A Ghost is to all intents and
purposes ``Not Here,'' both in a player and non-player sense. Standard
rules for activities in front of non-players do not apply to Ghosts,
but Ghost status {\bf MUST} be cleared with a GM.  Any action that
takes place in front of a ``ghost'' who has not spoken with the GM's, it
will be considered to have taken place in front of a non-player.  

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.

Non-Player Characters, or NPCs, \index{NPCs} \index{non-player characters}
are something else entirely. An NPC is a character that {\em does} exist in
game, but is being played temporarily by a ghost or GM. They will most often
be soldiers. NPCs, unlike non-players, {\em can} be spoken to, bribed,
attacked, killed\ldots in other words, they are just like any player
character.

Note that non-players and non-player characters are often called NPCs.
This is however misleading, because the two are completely opposite things.
We would like to encourage players to make careful distinction between
non-players and NPCs for the sake of clarity and fewer misunderstandings.
Once again then, non-players are real people around MIT who aren't playing
in this game; NPCs are characters who are not being played by ordinary
players. 

\subsubsection{The Third Reich\ldots}

We've chosen a rather controversial universe in which to set this game.  We
assume that in deciding to play this game, you've decided to accept the
fact that people in it will be claiming loyalty to the Third Reich,
referring to Adolf Hitler as a great savior, and other such
non-politically-correct things.  The rest of the world, however, has not so
agreed. Many of them will be quite perturbed to hear some of the
conversations that will happen in this game. We've taken some steps to try
to minimize public relations problems like this:
\begin{itemize}
\item There are to be no swastikas (and such) shown in public or potentially
public places. If your character wishes to represent a swastika, please use
a red flag of some sort. Similarly, if you see a red banner in game, assume
that it is or has on it a swastika.

\item Germans will not use the open hand, ``Seig Heil'' salute. We'll
show you how we want you to salute in this game. 
\end{itemize}
But in general, just use common sense. Be careful of what you say around
non-players. As always, {\bf don't piss them off.}

\subsection{Basic Strategy}  \index{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
clear things up.  After that, make sure you know enough about your
character to role-play him when you start talking to other people.
One suggestion that seems to work is this (and we apologize if we're
insulting your intelligence, but a lot of first- and second- time
players, and even a few older ones haven't yet discovered it):  Read
all of your bluesheets, and {\em then} read your character sheet.  The
order of this is important, because information in your character
sheet overrides {\em anything} in your bluesheets.  Then go to sleep.
When you get up, do it again, and before you start playing, do it yet
again.  We have done the best we can to ensure that everything you
need to know is in your packet somewhere; if you think we've missed
something, come to us and ask.  Feel free to make up irrelevant
details as you see fit.

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 a world of difference to your game --- and your friend's.

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

Killing is always an option. It's not usually a good one, though.  The game
is set up so that random killing is unlikely to get you the desired results
and will most probably cause the killer a large amount of difficulty.  It
is quite possible to kill the only person who has abilities or information
that can win you the game.  Oops. We'll try not to feel too bad for you.
\index{killing} 

\section{Items and Information} \index{items}
 
\subsection{Reality and Game Reality} \index{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.  ``Hacking'' is technically illegal.  If you're caught
doing something illegal, don't bring us into it. We won't protect you. Who
are you, anyway? And how'd you get that badge?

\subsection{Items}

A game item \index{items, game} 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.  \index{stealing} \index{items, real}

Anything written on {\em white} paper may be a game item, except for these
rules. Playerlists, recipes, maps, and newspaper clippings are game items.
Anything you write on paper is a game item.  Anything pre-printed for the
game on colored paper --- character sheets, bluesheets, greensheets, etc.
--- is not a game item and may not be traded, read by other players, and so
on.

As a note of advice, decide right now what things are game items. If you
are going to keep game items in your backpack, for instance, then your
backpack is a game item and you might want an item card for it.

\subsection{Game Locations and Searching Them}

Game action may take place only in Game Locations. \index{game locations}
This includes everything relevant to the game, {\em including} in-character
discussions. If you are in a non-game location, you are not here and may
not do anything related to the game.  The only exception to this is that
you may dial in to Athena \index{Athena} from any location, and you may use
a phone in your dorm, ILG, or office to call other players.

Game Locations are any area within the borders on the map where anyone can
go, except for the fourth, fifth, and sixth floors of Building 24. It's
that simple.  Dorms \index{dorms} are {\em not} game locations, as desk
staffers sometimes won't let non-residents in. Same goes for ILGs.
\index{ILGs} Same goes for offices of all kinds, including activity offices
and player's offices.  Same goes for bathrooms, locker rooms, and
access-limited lounges such as the Cheney room.  {\bf Don't do anything
in-game in these areas.} Athena clusters \index{Athena} are game locations
for purposes of talking and using Athena, but no other game action (such as
hiding items, martial combat, or gunplay) may occur there.

The Kobayashi Research Institute looks remarkably like MIT (funny, that),
with a few important differences:

\begin{itemize}
\item It's upside-down.  Very few buildings are more than one or two
stories above ground level.  Rather, they are built deep underground.  The
first floor is ground level.  The second floor is just {\em below} the
first floor, or just underground.  The top floor of the Green Building is
18 floors below ground level.  The basement, on the other hand, is above
ground level.  Basement passageways between buildings (between 14 and 18,
for instance) are actually enclosed, suspended bridges built for no good
reason we have thought of.  In the case of buildings like 12 and 24 where
the entrance isn't on the first floor, assume there's a ramp or something
going to the right level; we don't really want to think about it.  Building
20, however, is above ground and looks pretty much like it does; more about
that later.

\item Building 24  \index{Building 24} is only three stories deep.  The
fourth, fifth, and sixth floors of Building 24 just aren't there.  The
sixth floor is ESG, where no game action should occur anyway.  The fourth
and fifth floors are reserved for GM use ONLY --- we may warp things there
in the case that things need to be done virtually, for instance.  Unless
you are specifically told otherwise, your characters may not be there.  The
control room, the queue room, and The Club will be located on the third
floor.

\item There are no dormitories.  Characters' quarters will, for such game
purposes as may exist, be assumed to be at the fourth floor of the Student
Center.  Players' actual rooms, dorms, and ILGs may not be used for any
game action, {\em including} conversation.  (You may use the telephone or
Athena dialup from your room, however.) Experienced players should note
that this makes the Jhereg rule \index{Jhereg Rule} superfluous --- You may
not take any action in your own or anyone else's room, even if the owner of
the room gives permission.  If your character would like an explanation for
this, tell him that the Gestapo monitors everything that happens in
players' rooms and searches them regularly.  If you'd like an explanation,
ask us. We'll give you one.
\end{itemize}

If you want to hide an item in a game location, \index{items, hiding} you
must actually hide it there. If someone else finds it, you have to figure
out how to get it back.  If you believe you have lost an item to a
non-player, contact a GM \index{items, losing} and we'll try to deal. If
you want to hide an item in a non-game location, don't.

To search \index{searching} 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 isn't illegal, it won't do
you any good because no one's allowed to hide things there.

To search an unconscious or dead person, you must have privacy for at least
30 seconds, or 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 by anyone, call a GM.
Note that even if the victim has no items on him, it still takes you 30
seconds to determine this.

Written information is a game item.  Any information can be encrypted;
you can simulate this by real encryption.  You may have connections to
organizations which can decode anything, but it takes weeks to get
through all the red tape, so you must actually decode any coded
information you happen to acquire.  Information may not be hidden by
writing it in the middle of your 8.03 notes (effective as that may be),
as all agents are specifically trained to recognize information, coded
or otherwise. Don't write on your colored sheets; if you need to write
things down, use white paper. \index{information}


\section{Violence}  \index{violence}

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.  Do 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.  In order to use a weapon you {\bf MUST} have an item card for
that weapon. In addition, many weapons require that you have a physical
representation of the weapon.  The next section gives a more specific
description of the sorts of weapons in game.

Please don't walk around areas with non-players with any sort of weapon
visible.  Guns, even plastic ones, tend to disturb people, and boffers can
look like lead pipes at a distance.  Don't take any chances of annoying
non-players. 

Note that any weapon representation 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.  A
basic rule of thumb is a GM must be able to hit you with it repeatedly and
with full force without causing any damage.

\subsection{Types of Weapons} \index{weapons, types} 

\begin{description}
\item[Guns:] \index{guns} Many of you will have guns.  In order to use an
in-game gun, you must have a representation of a gun as well as an item
card. Most common are disk guns.  These can be purchased from the Guild; if
you want to buy one, ask us and we'll tell you who to see.  Other sorts of
guns may be acceptable as well.  If you have a gun you'd like to be able to
use and it is not a disk gun or a patrol gun, show it to us before using
it.  We'll probably say it's okay, but you're better off safe.

Not all guns are the same. Different guns take different sorts of
ammunition, and have different numbers of shots in a magazine. If a
ballistics test is performed on a fired bullet, the exact gun from which it
was fired can be determined. Moreover, just looking at a bullet,
\index{bullets} a skilled person can often tell what type it is.  That
means that if Ted was shot with a .357 magnum revolver and a bullet is
recovered, any soldier can probably tell that it's a .357 magnum bullet and
a ballistics expert, with the proper equipment, can tell whether it was
fired from Bill's IMI Desert Eagle.

The following sorts of guns exist: \index{guns, table}

\begin{center}
\begin{tabular}{|lclc|}
Weapon & Using nation(s) & Caliber & Number of shots \\
\hline
Walther Model PP (standard) & Third Reich  	& 9mmP		& 10\\
Walther PPK (very rare)	& Reich	& 9mmS		& 6\\
Mauser Military	(rare)  & Reich 	& 9mmP		& 15\\
Makarov	(rare)		& USSR, China 	& 9mmSpl.	& 10\\
IMI Desert Eagle (rare)	& Indo., S.A.	& .357Magnum	& 15\\
AMT Service Spl. (common)&USA, Aust.	& .380		& 12\\
Luger P 08 (very rare)	& Reich	& 9mmP		&  8\\
Colt M1911A1 (common) 	& USA, Japan	& .45ACP	&  8\\
Webley Naval Revolver (very rare) & No one& .455Web.	& 6\\
Sterling Model 4 (common)& S. Africa	& 9mmP		& 10\\
\end{tabular}
\end{center}

Please be sure to use the right sort of ammunition in a gun, and not to
load it with more than the maximum number of bullets. \index{ammunition}
{\em Note that ammunition is an in-game item! You {\bf must} have an item
card for it in order to load your gun, and when you re-load your gun, you
lose the item!} This is different from standard Assassin rules; pay
attention.

\item[Knives:] \index{knives} If you have a
knife, get a short boffer (foam cylinder) to represent it.  We'll have them
if you need one.  To attack someone using your knife, you must have this
boffer out and visible. You {\em don't} actually need to hit your intended
victim with it.  If you are good at using a knife, your combat cards will
show it.

\item[Thrown weapons:] \index{thrown weapons} Throwing knives,
shuriken, and such are represented by small yellow pieces of foam. Being
hit with one is just like being hit with a bullet, only quieter.  Note that
thrown weapons may not be used in martial combat.

\item[Clubs (including blackjacks, baseball bats):] \index{clubs} Use a
long boffer. Again, you must have it out if you're using it.  Most weapons
can be considered to be clubs unless you have cards specific to that
weapon; a long sword in the hands of Joe Average is no more useful to him
than a club.

\item[Other large weapons:] Weapons bigger than your average club will be
represented by a long boffer with a piece of tape wrapped around the
visible end. If you see such a weapon, ask what it is if you care. (If your
worst enemy pulls it out near you, you probably want to ask this while
running away!)

\item[Small weapons:] Most other weapons are small enough so as not to be
visible before they are used, and therefore don't require physical
representations. Just hold the item card. If the weapon requires a physical
representation, the item card will tell you what to use.

\item[Grenades:] \index{grenades} In order to throw a grenade, you must
have an item card and a physical representation. We recommend a koosh for
the representation, but if you've got a better idea, we'll be reasonable.
DON'T THROW A GRENADE AT SOMETHING THAT WILL BREAK IN THE REAL WORLD!
Grenades explode when they hit something. They will generally kill anyone
within three feet, knock anyone within five feet unconscious, and cause
anyone within ten feet to fall down and drop anything they're holding.
(They may then get back up.)

\item[Bombs:] \index{bombs} An bomb consists of two parts: the explosive,
and the detonator.  The explosive requires only an item card. The detonator
requires both an item card and a physical item which will make some sort of
noise when it's supposed to be exploding: a timed detonator might be an
alarm clock, for instance. If it doesn't go off for any reason, neither did
the bomb. Roleplay accordingly.  The blast radius of a bomb varies. If a
bomb explodes, FIND A GM immediately so we can tell you what happened.  If
you plant a bomb, TELL A GM so we know what happens. Note that explosions
are {\bf loud} and draw witnesses and police, even if no one gets killed.
If you set off a bomb, whether accidentally or on purpose, call a GM.
Deadman devices must actually do something any time you simulate dying or
losing consciousness.

\item[Poison:] \index{poison} Poison can be anything that makes food taste
wrong (salt, for example) or items feel wrong (vaseline, for example). The
poison must be noticed by the victim (subject to GM override) for it to
take effect; if the victim didn't notice, you didn't use enough.  All
poisons are assumed to take effect slowly: although the victim notices he's
been poisoned immediately, he may still engage in combat for another thirty
seconds, and falls unconscious after two minutes.  All poisons are assumed
to be killing poisons, not tranqs, unless specified in advance to a GM.
Some poisons may do other things; if your poisoner (or a GM) tells you
about them, believe him.  Prompt medical care may save a poisoned victim,
or it may not.  Contact poisons are only effective against bare skin:
gloves, napkins, etc.  do protect against it.  You are immune to
accidentally poisoning yourself with your own poison (of any sort), but
intentionally placing poison on yourself will affect you.  If in doubt,
contact a GM.  In order to use poison, you must have an item card for it.
The item card will say how much you have; when you use some, be sure to
mark its use on the card.

\end{description}

\subsection{Combat} \index{combat}

Combat may occur at any time that the GMs are on duty.  This will be 24
hours a day, with the following exceptions: combat may not occur before
game action starts on Friday and during game break.  There will also be a
local area halts for the Patrol games during the evenings of Saturday,
February 15 and Saturday, February 22.  It may occur in any game location
(see above section on Game Locations), except for Athena clusters. However:

{\bf NO FORM OF COMBAT, MARTIAL OR OTHERWISE, MAY TAKE PLACE WHERE THERE
ARE NON-PLAYER WITNESSES.} Even if they aren't looking. Even if they say
they won't tell. If for any reason a non-player sees any part of a combat,
TELL A GM IMMEDIATELY. Probably what happened is that the non-player was a
pumped soldier who subdued everyone involved single-handedly then went to
tell his commander, but we reserve the right to make final judgement.  Note
that any attempt to abuse this rule --- for instance, deliberately
declaring a combat in front of a non-player or in area where non-players
are likely to appear --- will result in very angry GMs who have the power
to kill your character.

\subsubsection{Gun Combat}  \index{combat, guns}
Gun combat is directly simulated by combat with plastic guns. If you are
hit in the head or torso, you are knocked unconscious, drop all items you
are carrying in your hands, and you will die within fifteen minutes unless
you receive medical attention. Each additional hit anywhere on your body
reduces this time by five minutes. A hit to a limb causes you to lose the
use of that limb until you receive medical attention; you will lose
consciousness in fifteen minutes from blood loss.  Each additional hit in a
limb halves this time. In addition, a hit to an arm causes you to drop
anything held in that hand, and a hit to a leg knocks you over. If you
become unconscious from gunshot wounds, see a GM. You'll probably die.

Even if you are wearing protective gear, the initial effect of a gunshot is
still the same: hits to head or torso still knock you over and force you to
drop all items in your hands; hits to the legs still knock you over; hits
to an arm still forces you to drop everything in that hand.  You may (or
may not) then be able to get up and retrieve your lost items (if you
haven't been killed otherwise).


\subsubsection{Hand to Hand Combat} \index{combat, martial}

Hand-to-hand or melee combat is initiated by pointing at your opponent
while within five feet of him and declaring ``Martial Attack.''  Your victim
then has two seconds to respond with ``Martial Defense.'' The victim should
point at the person he's defending against, although we will probably be
lenient about this. If the victim does not say ``Martial Defense'' within
two seconds, then you surprised him.  More on that later.  Assuming the
victim is not surprised and responds appropriately, then combat ensues.

For each round of combat, you must spread your hand of combat cards
out face down. You then choose a card from your opponent's hand while he
chooses one from yours.  There are four kinds of combat cards:

\begin{itemize}
\item {\bf No Hit} cards.  If you draw a No Hit card, you are fine. If both
players draw No Hit cards, you both reshuffle your hands and try again
unless one player attempts to disengage.

\item{\bf Takedown} cards. If you draw a Takedown card, you have been
knocked unconscious.  If both players draw Takedown cards in the same
round, then both characters were knocked unconscious.

\item{\bf Limited Takedown} cards, which say something like ``Takedown with
Knife.'' These represent any special skills which a character can use if
he's fighting with an appropriate weapon. If you draw a Limited Takedown
card and your opponent is using the weapon (or one of the weapons)
indicated on the card, it acts like a normal Takedown.  If your opponent
does not have that weapon, it acts like a No Hit.  Note that if you draw,
for instance, a Takedown with Knife card, then you could probably tell that
your opponent looked like a knife fighter --- if he'd had a knife in his
hand when he did that, he'd have taken you down.

\item{\bf Special} cards. If you draw one, it will tell you what happens.
\end{itemize}

There are no hit points in this game. Either you are knocked unconscious,
or you aren't. Only gunshots cause noticeable wounds.

If you are injured in any way when a combat begins, your opponent should
ignore the first takedown they draw. Furthermore, some players may have
abilities (listed on their ability sheets) which affect them in combat.
\index{abilities, combat} Most of these require cards to use.  The most
common are abilities that allow a player to ignore one or more takedowns
played against them.

Martial combat takes place in {\em real time} with respect to anyone not
directly involved in the combat.  Another player may freely join into the
combat on either side, 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 with cards.  Please don't abuse this; {\em stalling with your
cards to give your friend time to show up is abusing the rules} and will
probably get you eited.

\subsubsection{Surprise Attacks} \index{surprise} \index{combat, surprise}

If you attack someone by surprise (they don't say ``Martial Defense'')
while holding a weapon in your hand, then you have ``Waylaid'' them.  The
victim immediately falls unconscious. If the victim could not see you
before you said ``Martial Attack,'' then he does not know who his attacker
was (even though the player will probably see you.)  Some characters may be
particularly good at surprise attacks and be able to take you down with one
blow even without a weapon; this is the ``Waylay'' ability and it requires
a card to use. \index{waylay}

If you attack someone by surprise without a weapon, and you do not have the
Waylay ability, then you get one free attack against your victim.  He must
draw a card from your hand first. If it is a No Hit, then combat continues
normally.

BE CAREFUL when attacking by surprise. Some players have been known to
react suddenly and dangerously when approached by surprise; in addition,
you do not want to be taken for a mugger.  Use caution; you are better off
failing to surprise a character than surprising a player and being {\em
really} knocked out.


\subsubsection{Escape} \index{escape}

Either party in combat may try to escape.  If you desire to escape, you
must declare your intention to escape before a combat round, and your
opponent need not pick a card from your hand.  If you pick a Takedown from
your opponent's hand, he knocked you out while you tried to escape. If you
are lucky enough not to be hit, then you can disengage from the combat.
You will be five to ten feet away from your opponent in a direction {\em
away} from your opponent. You cannot escape by running past your opponent.
At this point, normal rules apply. Either combatant may draw a gun, leave
the area, or re-engage in combat as normal. 

\subsubsection{Killing Blow} \index{killing blow}

Any unconscious character can be killed almost instantly. To do this, you
must be within arm's reach and declare, ``Killing Blow.'' The victim does
not die instantly, but will certainly die in minutes and cannot speak
during that time, so they are effectively dead.

\subsubsection{Disarming Opponents} \index{disarming}

There is no disarm, as has been the case in nearly every game for the last
5 years.  It's unrealistic and hard on the guns.  Hand-to-hand weapons may
{\em not} be disarmed.  Guns may not be {\em disarmed}, but they may be
deflected.  Any character may deflect the gun of any other character within
hand-to-hand range (5 feet or fingertip-to-fingertip) by declaring
``martial attack'' on that character.  This is always successful, with the
exception of a {\em cover} situation, and prevents the character whose gun
is deflected from firing his gun at a target (he may still choose to fire
just to make the noise, though).  It does, however, leave you in martial
combat with that person, which may or may not be something you want.

\subsubsection{Cover} \index{cover}

A character can achieve {\em cover} by touching the barrel of his gun to
the victim and declaring ``cover.''  Provided that the covering player then
keeps his gun within two feet of his victim, he then can take one free
shot, at any time, at the victim, until such time as he loses the cover by
being out of range or voluntarily dropping it. The covering player must
continue to pay attention to the person being covered; if he looks away or
is significantly distracted, this counts as voluntarily dropping cover.
This free shot is retroactive in the sense that he gets to take it if the
victim declares martial attack or tried to escape.  A third party can
attempt to break this cover by martially attacking the coverer.  If the
coverer is surprised (no martial defense), the cover is broken and he may
not fire at the target.  If, on the other hand, he declares martial
defense, he then has a {\em choice of either defending or taking his free
shot.}

\subsection{Recovery} \index{recovery}

Martial combat is assumed to leave no wounds that have any effect on you.
(Note however that if you've been attacked with a knife, for instance, you
should tell any players who see you soon thereafter that you have cuts and
such that make it look like you've been in a knife fight or something, even
if they don't ask, even if there was no winner and the battle was short.)
Therefore no recovery is specifically necessary.

Gunshot wounds require medical care.  If a wound is not treated at all, you
will die.  If a paramedic or first aider treats you, you will be conscious
and alive, but the wound will not heal during the game. A doctor can treat
your wounds more effectively, such that you may in fact regain the use of
the damaged limbs during game.  Doctors will have more details. 



\subsection{Death and Inactivity} \index{death} \index{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, contact a GM as soon as possible.
Until you find out exactly what happened, you are inactive and ``Not
Here.''  Dead (and inactive) men tell no tales.  Neither do they talk on
the phone, drop hints, or fill their conversations 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.  The ``I'M NOT HERE'' side of
your badge should be displayed.

You should get all the items on your body together to give to the first
person who searches your body, or to the GMs if the authorities find you
first.  You should also get together all other items in your possession
(stashed someplace where no other living player knows) to give to the GMs
in case anyone finds them.  Please try to be cooperative with your
assassin, no matter how bad you may feel.  It was probably nothing
personal.

\subsection{Kidnapping for Fun and Profit} \index{kidnapping}

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.  As always, if you don't
understand the rules and thus screw yourself over, you're out of luck.

First you have to get your prisoner.  Martially subduing him or sticking a
gun in his back are the two most popular methods, 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.  Since this would be
uncomfortable, not to mention potentially dangerous, it is simulated as
follows: After establishing to the victim's satisfaction that it would be
possible for the kidnappers to actually carry him, the attackers must 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 to the the intended place, {\bf openly}
displaying the signs.  If any non-player passes within view, you have been
spotted by an NPC soldier.  You should contact a GM immediately. You're
probably in trouble.

Once you have your victim right where you want him, you have to make
sure he stays there.  Explain to the GM 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}
First of all it should be emphasized that {\em while characters may
lie to other characters at almost any time about anything, {\bf
players may {\em never} lie to anybody about abything}}.

\paragraph{Torture} \index{torture}
Torture is amusing, but to actually get useful information by this method
takes some skill.  If you choose to try it, however, have a GM present.
Torture is not a fast process, and we encourage you to role-play to the
fullest here if for no other reason than fun and amusement (which is, after
all, the reason we're playing). Tell the GM before beginning the torture
what question or questions you will be asking, and what you will do to try
to get the information you're looking for. (Feel free to be imaginative
here.) The GM will determine the results of your efforts.  At some point,
if you continue long enough, the victim will fall unconscious, break, or
die.

\paragraph{Skill} 
Some people are, well, good at interrogation.  They will have a greensheet
which further explains how interrogation works, and will also be able to
get more information about the efficacies of various forms of torture.

\paragraph{Drugs}
Some drugs, notably sodium pentathol, make the subject of an interrogation
more willing to talk. Its effect is to make it somewhat more likely that
a victim will break under any given interrogation method.  Skilled
interrogators will be more familiar with its exact effects.


\section{Special Abilities} \index{abilities}
Certain people will have special abilities listed on their ability sheet.
If necessary, there will be an associated greensheet explaining how to use
the ability.  Some special abilities may modify the basic rules. You cannot
tell someone, for instance, ``I have a Swimming ability,'' you may,
however, tell them that you're a good swimmer.  Your character may in fact
tell someone you are a good swimmer even if you do not have the ability,
but if you actually have to swim, you won't be able to.

There are three general types of abilities.  Some abilities, such as
``Electronics,'' are simply listed on your ability sheet. Most of these are
fairly straightforward. Their effects and uses are descriped on the ability
sheet.

Some abilities cannot be adequately described in a few lines. These
abilities will have an associated Greensheet which explains in greater
detail how to use the ability, both as a character and as a player, and
what the ability allows you to do. If you have such an ability, it will be
listed on the ability sheet with a note to ``See Greensheet.''
If you have such an ability but are missing the Greensheet, see a GM.

Finally, some abilities, for example, ``Seduction,'' require a card to
play.  If you have such an ability, it will be listed so on your ability
sheet; make sure you have the appropriate card.  To use such an ability,
you must show the card to the player on whom you are using the ability, and
the card will describe its effects. Note that some abilities have
limitations on when you may use them; be sure to heed these limitations.

\section{The Control Room and the GMs}

The Control Room for this game will be on the third floor of building 24.
Due to scheduling difficulties, it may move around on occasion; we will
leave something easy to see outside the control room such that it is easily
recognizable. For those of you new to Assassin, the Control Room is a good
place to look for a GM. It is where we keep all the nifty things that you
shouldn't see, as well as where we will probably eat and sleep for most of
this week. Do not go in there without a GM's permission.

If you need to see a GM for one reason or another, there will be a {\bf
queue} in a room near the control room. We'll try to be competent about
checking that room often to see if there are players waiting for us, but
please forgive us if we're slow. We're only human.

That room, however, is NOT a legal place to hold in-character conversations
or carry out in-game actions. If you want to just hang out with other
characters, try the Club, in room 24-307. That is a legal game location,
and a place where soldiers and guests are invited to relax, talk, have a
drink, or whatever.  Note that you {\em can} be shot there, but that's the
chance you take.

If you just want a GM to answer a question, you probably don't need to wait
on the queue (although if you do come to the control room in person, you
should wait).  The best way to get an answer from us is to contact us using
Athena.  Most of the time, at least one of us will be logged in. You should
feel free to use Zephyr to send us questions, which we'll answer as quickly
as we can. If none of us are logged in, send e-mail to {\tt bcb@athena},
or, if you need to ask one of us in particular, send mail to that person.

Speaking of which\ldots as much as we would like it to be otherwise, some
of us know more about certain plots than others.  We've tried to indicate
this on character and bluesheets by saying something like, ``See Mark for
questions.'' This doesn't mean that Mike and Steve and Brian and Rick can't
help you if you need a decision quickly, but it does mean that if you can
wait to speak to Mark, you'll probably get a better answer from him. If
Steve is the GM on the scene, though, and a ruling needs to be made, he
will make one, and it is extremely unlikely that it will be overruled even
if it wasn't what Mark originally had in mind. In other words, there are
things you can do to help the GMs not make mistakes, but we will each be
able to give you an answer, and the answer you get will stand. 
  
\section{Miscellaneous}

\subsection{More about name badges}

\index{badges}
Name badges in {\bf Storms of Change} will contain the following
information:

\begin{itemize}
\item {\bf Number} This is the large three-digit number on the badge.  It
has no in-game meaning.

\item {\bf Character's name} in large type.

\item {\bf Player's name} in smaller italic type.

\item {\bf Age} This represents approximately how old a character looks.  It is
your best guess; you might tell someone, ``Oh, John's about 45 years old,''
even though he might actually be younger or older.

\item {\bf Build} This is essentially how big someone looks.  Common builds are
{\em Athletic} (not too big, but fairly muscular), {\em Small} (but he may
be an expert at hand-to-hand anyway), or {\em Tank} (obvious).

\item {\bf Race} The character's racial appearance is given by the background
color of the badge:
\begin{itemize}
\item European/Caucasian: white
\item Asian/Oriental: pink
\item African/Black: grey
\item South Asian/Arabic: green
\item GM, Ghost, or other nonexistent person: black
\item Anything else:  orange (you should probably ask from far away what
this person looks like)
\end{itemize}
\end{itemize}

\subsection{Disguise} \index{disguise}

Some characters may be wearing disguises.  If you think someone is wearing
a disguise, and you have spent at least twenty minutes in close proximity
to that character, you may ask to see his or her disguise card.  If the
character is disguised, the player {\em must} show you his or her card. If
not, it's up to you to explain why you were peering so intently\ldots

\subsection{Locks} \index{locks}

Lots of rooms are locked. In fact, any room with anything interesting
inside is probably locked.  Any room mentioned on the map, except for the
main briefing room, the messhall, and the recreation center, is locked with
a keypad lock (like Athena clusters). If you know the combination, it will
say so on your ability sheet.  If you think you know the combination for a
given keypad, open the envelope representing the lock. Inside will be a
piece of paper with the combination on it. If it is what you thought it
was, you have opened the lock; otherwise, you have not. You do {\em not}
know the combination if you opened the envelope to check it; you only know
it if you knew it to start with, or are told by another character. Make
sure to check even if you think you know the combination; combinations can
be changed.  If you don't have the combination, but think you think you can
get in anyway, see a GM. Shooting a keypad lock doesn't get you in.Shooting
a keypad lock doesn't get you in. There also exist some key locks, which
are represented by a keyhole symbol with a number on it. A key that opens a
given lock will have a matching number.  Some keys don't have numbers; if
you think you know what such a key does, see a GM.


\subsection{Money} \index{money}

There exist in this game three kinds of money: German Reichmarks, Japanese
Yen, and American Dollars.  A single Reichmark is a coin about the size,
shape and color of a small purple widget. A five-RM note is a large purple
widget.  Larger denominations are bills about the size and shape of
standard American money.  Japanese Yen are represented by bills of a
different color.  ``Norbert Dollars,'' as used in the game {\bf A Piece of
the Action}, will be used to represent American money. The relative values
of these currencies according to international banks is as follows:

\begin{center}
\begin{tabular}{l|ccc}
Country & Currency name & Symbol & Value (in RM)\\
\hline
Third Reich & Reichmark & 5 RM & 1 RM\\
Japan & Yen & Y5 & 0.01 RM\\
United States & Dollar & \$5 & 0.5 RM\\
\end{tabular}
\end{center}

Note, however, that this in no way obliges any character to respect these
values.  If you could go to a bank and exchange your money, these are the
rates you would get; another character may not be so generous.

Subdivisions of the basic units do not exist. You cannot get change for a
dollar. Period.

\subsection{Uniforms}

If you see a player wearing a colored armband, that character is wearing a
uniform. \index{uniforms} Uniforms you will recognize are SS (red armband),
Wehrmacht (white armband), and Japanese Security (yellow armband). If you see
another color armband, ask the player what it represents.  If for some
reason you should wish to remove a uniform from an unconscious body, it
will take ten minutes.  To put on a uniform takes five minutes.


\subsection{SS Headquarters}

Building 20 is the SS Headquarters.  All entrances to it are guarded at all
times by at least two NPC guards.  If you wish to attempt to enter the SS
Headquarters, see a GM.


\subsection{Computers} \index{computers} \index{Athena}

When using the computer system, please keep in mind that this is a
roleplaying game, based on personal interactions, not a computer hacking
contest.  Computers should, therefore, be considered as an aid to
playing in the game rather than as the point of it.  In general, the GMs
will be glad to show you how to do most normal things.

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.

The use of Athena \index{Athena} will be supported in {\bf Storms of
Change} in certain ways.  Athena is a computer system which exists at KRI,
much as Athena exists at MIT.  It is NOT the same as the base mainframe,
which is located in Barker Library and is not accessible to the general
public.  You may use the following functions of Athena:

\begin{itemize}
\item {\em Zephyr:} \index{Zephyr} KRI Athena provides the Kobayashi Zephyr, or
KZephyr, service.  It functions remarkably like MIT Athena Zephyr.  {\tt
finger}, {\tt znol} and {\tt zlocate} work as normal. If you don't know how
to use them and want to, ask anyone who's used Athena before, or a GM.
Sending messages, however, will be handled differently.  Before starting to
play (just once), type the following in an xterm window (only once):

{\tt attach bcb

source /mit/bcb/Storms/kzephyr-setup}

This will first ask for your character name (please enter it fully,
including rank or title, as you would like it to be seen by other
characters, i.e. Gen.\ Irwin Rommel) After asking a few questions, this
will add a few lines to your {\tt .cshrc.mine} file if you have one, or
create one if you don't, which will make the following commands work
properly.  (If you have any concerns about this, talk to Brian Bermack.)
Feel free to look at what it does, but {\bf do not} change it or take any
actions based on it.

Once you have done this, use the command {\tt zstorms} to send a message to
instance ``Storms'' (that everyone can read). To send a message to another
character, use the command {\tt kz $<$username$>$} (with any options
you like to give zwrite).  The reason for this is to make it possible for
in-game Zephyr messages to be read by people other than the intended
recipient, given sufficient ability.  

\item {\em E-mail:} \index{e-mail} You may send e-mail to other characters, by
sending it to the email address listed on the playerlist.  However, all
in-game mail should also be CC'd to {\bf deryni@athena.mit.edu}.  This, too,
is to make in-game tampering physically possible.

\item {\em Other:} You may generally assume that any legal,
non-communications based function of Athena is available at KRI.  ({\tt
talk} and {\tt write} are not available.) If you're uncertain, ask a GM.
\end{itemize}

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.  {\bf NO} combat may
take place in an Athena cluster.  Other game action may begin in Athena
clusters if their are no non-players present, but should be relocated
elsewhere as soon as possible for the sake of courtesy.

In addition, do not leave your terminal screensaved for extended periods of
time.  If you will be gone longer than a half hour, log out.  The GMs
reserve the right to reboot workstations that have been left unattended for
long periods, especially if there is a shortage of available workstations.
Also note that Athena staffers (and others) have been known to
automatically reboot machines left screensaved for twenty mintues.

Computer espionage \index{computer espionage} may be possible in-game;
however, this {\bf IN NO WAY ALLOWS ANYONE TO USE ACTUAL COMPUTER ESPIONAGE
FOR ANYTHING!} {\bf Don't} try this; the very least that could happen to
you is expulsion from the game. At worst you could lose all rights to
Athena access and get into severe trouble with the Dean's Office.  If you
think your character can do computer espionage and would like to try
something, see a GM.

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.

\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 us also add that, as much as we hate to admit it, we GM's are human:
when all of our carefully laid plans collapse, we may lose our cool.
Remember, the best way to deal with people is by remaining calm and
friendly. Offering food doesn't hurt either.

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\ldots

\begin{center}
{\Large
TO ERR IS HUMAN\ldots

TO FORGIVE IS NOT OUR POLICY.
}
\end{center}

\newpage
\printindex

\end{document}



