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{\Huge\bf Five Minutes to Midnight}
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{\bf Fall 1992 Assassins' Game}
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{\bf Brought to you by Laura Baldwin, Charles Hope, Mahk LeBlanc, and
rif, with help from Eon Harry and Tim Stellmach}
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\tableofcontents
\newpage
\section{Preface}

The following are the rules for {\bf Five Minutes to Midnight}, a
real-time real-space role-playing game of espionage and intrigue 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 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.


\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{itemize}  
\item {\bf 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 never be shown to anyone.

\item {\bf Scenario:}   This gives the information which is public
knowledge at the start of the game.

\item {\bf Who's Who:}  This is a listing of the characters in the
game, and a brief synopsis of what is publicly known about them.  We
recommend that you read the entry on yourself, at least, as your
public personna may be quite different from the way you view yourself.

\item {\bf Player List (Dramatis Personae):}   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 out over email and posted outside the control room.

\item {\bf Buttons:}   You should have a button with a number on it in
your packet.  This indicates you are playing in the game, and who you
are.  It should be worn at all times when your character is present
(see NOT HERE, below), and cannot be exchanged with any other player.
GM's, Ghosts, and Extras will also have buttons of one sort or
another, generally labeled ``GM'', ``GHOST'', or ``EXTRA''.

\item {\bf Combat Card:} Your combat card is a 3 x 5 index card.  It has
statistics which indicate your strength in certain areas.  These are:
Hit points, Rock, Paper, and Scissors attacks, Martial Defense (the
combat stats, see COMBAT), and a bunch of other ones which you may or
may not understand the meaning of.  If you don't understand what a
stat is or means, please don't discuss it, although you can feel free
to ask people you hear discussing it what they're talking about, and
if they can tell you what your number is in that stat, go ahead and
talk about it.  Note that many of these stats could be subject to change
during the game.  You may assume that the stat labeled ``insanity'' is
a measure of what it says it is, and that it's going up is a bad
thing, but please don't talk about what number you have for an
insanity score, or how much something causes it to go up, unless you
believe you can in fact do so.

Your combat card also lists your nethandle(s), and the number of
``hacking points'' associated with them.  Legally, only one nehandle
is allowed per person.

\item{\bf N packet:} A manila envelope with the letter N on it.  This
contains any psychological quirks you have, that you should role-play
accordingly.  If your packet is empty, don't throw it out, as it may
acquire contents during the course of the game. 

\item {\bf Poker Chip}  A grey chip with a number on it.  This isn't
a game item, and you can't show it to other people, unless you can, in
which case you'll know about it.  You should keep this with you, not
stash it or leave it in your room.  Anything in game which refers to
``purple widgets'' actually refers to this chip.

\item {\bf Credit Card:}  Money in 2036 is mostly a matter of
electronic patterns in little machines off somewhere where no one ever
sees it.  While you can assume you're carrying a few dollars (50-100,
say) in cash if you like, amounts of money you care about are left in
the bank, and transfered electronically.  (Electronic transactions can
take place at any phone or athena terminal.)  Each of you will start
with a money card with an amount of money in it, and we're going to
ask you to please keep track (on paper) of your balance, who you gave
money to and who you got it from.  Money cards are stealable, but you
can only use them if you know the password which goes along with them
(written on the inside of the envelope.)  You can assume you know the
password on the card you start with, any other cards you want to use,
you'll have to find out the password for somehow.

\end{itemize}

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.  (It is recommended that you read your character sheet
first, so you will be able to tell when you get to something that it
doesn't belong to you, rather than after you read it.)

\begin{itemize}
\item {\bf Bluesheets:} These are sort of like character sheets for an
entire group of people.  It gives the information, beliefs, and goals,
which are common held in common by members of that group.  (Or at
least supposed to be.  Your character sheet takes precedence over a
bluesheet for telling you what you REALLY believe.)  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.

\item {\bf Greensheets:}  Yet another thing which does not exist,
Greensheets are basically additions to the rules, explaining how to do
something which it is not generally known how to do.  They cannot be
shown to others, nor can the information on them be explained, unless
the greensheet says otherwise.  Note that several greensheets are
encrypted, with instructions on what to do to read them.  {\bf DO NOT
treat this as an exercise in code breaking, the encryption is only
there to prevent you from reading stuff accidently.}  If you want to
read something on one of these sheets, do the thing it tells you to do
on the greensheet.

\item {\bf Blueprints:} These are instructions on how to  construct
special items.  To utilize a blueprint, you must collect the items
listed and have the necessary science skills.  If you don't know what
skills are necessary, find a scientist.  Blueprints {\bf ARE} game
items, are freely transferable or copyable, and can be stolen or read
by anyone. 

\item {\bf Ability Cards:} Ability cards are small (about 4x5) pieces
of cardstock, printed on both sides, that say ``Ability Cards'' on
them.  On one side, they have a description of what you need to do to
use the ability, and what effects it has, the other side is what you
show other people when you use the ability.  If one side is blank, you
never show anything to people.  If you can't figure out which side is
which, see a gm.  If you show someone an ability card, you are {\em
actually using} that ability card on them.  You can tell someone you
have an ability, but you may not show them the card without actually
using it.

\item {\bf Items:} These may be physical items, slips of paper, or
(usually) 3x5 pieces of card stock with a description of the object.
Game items are not counterfeitable.  Some items have an envelope on
the back of them, if you carry the item around with you for more than
fifteen or twenty minutes, or spend two minutes playing with the item
trying to figure out what it does, open the envelope.  Item cards
should say item card on them, if they don't, there is probably a real
item somewhere that you should come trade in the item card for.

\item {\bf Ingestibles:}  Items in this game that may be eaten, drunk
or otherwise ingested will be represented by a sealed white envelope
with a description of the ingestible on the outside.  Inside the
envelope will be a description of your action.

\item {\bf Knowledge Envelopes:}  These envelopes will be sealed and
will have an identification number or other instruction on the front;
they are to be opened when you see a matching number on something in
game, or when the conditions of the instructions are met.  They
contain information which may then be used, told to other players,
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 Knowledge envelopes may not
be read before the ID number is encountered or before game action
starts on Friday.  Actions should not be taken on the basis of the
knowledge that you have a memory packet.  (You cannot say ``Have you
seen item number 11235?'')  If you are uncertain, contact a GM!}

\end{itemize}

\subsection{Non-Players (NPs)}

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!}

You are encouraged to spread the gospel of real-time, real-space
role-playing to your friends.  However, non-players cannot 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
fellow.  Along the same lines, non-players may not be affected by the
game in any way.  Neither can they knowingly affect the game in any
way.  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.
If you slip up, even if the non-player said he wasn't bothered or
wouldn't tell, call a GM.

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{Non-Player Characters (NPC's)}

If you have an NP friend who wants to hang around the game to see
what's going on, send him to us and we'll arrange for Ghost or Extra
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.  If 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.  An
Extra is someone who likes hanging around the game so much, he wants
to be able to do stuff for it.  An Extra who is standing around is as
present as a player is, can repeat whatever you say to other people,
can object to your trying to shoot someone, run errands for you, etc.
They are also the people that the GM's will use to play someone in the
world who needs to be around, but isn't an actual player.  (The
banker, the owner of the lost and found, the witness who saw someone
running away from the body.)  Do not assume that the character an
extra is playing right now is the same character that the extra was
playing the last time you ran into them, although they may have
``spoken'' to the first character, and so have heard whatever that
character knew.

\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
clear things 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, feel free to
invent whatever you like.

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.  Just make sure they don't get
the things you're trying to keep secret out of you.  Try to be easy to
get in touch with: a day's delay can mean a world of difference to
your game.

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.  Probably the most trustworthy
people are those who need you.

As a rule of thumb, kill only when you are sure of it.  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.
 
\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.  

\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 in game room key is stolen, you may not use anything you left
locked in your in game 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, nor do guest lists or any
other similar security measures exist in-game. 

To hide an item, whether in a public or private location, you must
actually hide the item there.  If another player 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; if this is really what happened, chances
are the GM's will replace it, as Physical Plant workers are instructed
not to remove items that they find while cleaning.

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 by anyone, call a GM.

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.

Any ingestible items in the game appear as sealed white envelopes.  In
general, if you open the envelope, you are eating or drinking the
ingestible.  Inside the envelope will be a description of the results
of your action.

\subsection{Room Searches}  

To search a character's room you should actually go to the player's
real room.  If this is impossible for some reason (they live off
campus, they live in McCormick, whatever), contact a GM, and we will
arrange for somewhere else for you to go.  If you know you live in
such a place, and would like to know where people will be sent who are
going to be breaking into your room, let us know that, too, and we'll
try to tell you.  If possible, let a GM know when you are planning a
break-in.  You should definitely let a GM know you've done it as soon
as possible afterwards.

When you show up the prospective victim's door, knock on their door to
indicate the beginning the search (i.e. defeating the security system,
breaking down the door, etc.) and wait for an answer, if any.  If
someone answers, they have heard you trying to get in.  (If you are
doing this at a virtual location, simulate this action by calling
them.  {\bf Make sure not to call people after their ``Do not call''
hours on the playerlist!}) Come up with a story fast for why you
needed to see them, and go from there.  If there is no answer, wait
for the time necessary to get inside the room.  Once this time has
elapsed, you are ``inside'' the game room.  If you got in by
non-destructive means, slip a piece of paper into the room telling the
resident to note the time and see a GM immediately when they return.
If you got in by more physical means, place a note on the door with a
description (e.g. You see a broken lock; You see bits of wood and the
blasted remains of a door.)  and a note to contact a GM.  Bear in mind
that loud noises will attract the attention of hall or suitemates, who
will probably record the event.  Once ``inside'', you should wait ten
minutes, to simulate ``searching'' the room.  If anyone (player or
not) comes by while you are either picking the lock or searching the
room, and notices you doing anything unusual, or tries to get into the
room, you have been spotted.  Please see a GM, as we do not wish to
have combats occuring in dorms, and will probably at this point ask
you to move resolving what happened somewhere else.

If you should find a note on your door reading ``Joe, please contact a
GM immediately,'' please contact a GM immediately.  {\bf You may not use
any game items that are (or were) in your room until you have talked to
a GM} (for the obvious reason that some of them may be missing).

\subsection{Roommates}

This was mentioned before, but it's important, so here it is again.
Roommates are assumed to be occupying separate quarters for game
purposes.  If one person (player or not) lets you into a room, you do
{\bf not} have access to their roommates ``game'' quarters to plant a
bomb, search, leave items, etc.  You MUST be invited into the room by
the player to physically enter a player's room for game purposes.  Just
because you have a real world key, doesn't mean you have access in game.
Remember the distinction between the game and reality.  If you would
like to stage an in game break-in read the section on {\bf Room
Searches} and see a GM.

In game terms, NP roommates are exactly that.  Any game actions you
undertake in their presence, therefore, will be noticed.  As always, you
should avoid annoying NP's.  If an NP roommate asks you to leave, do
so immediately if not sooner.

There are several players living at places like TEP, Fenway, and similar
off-campus living groups.  Unless you are told otherwise by the GM's,
treat these places as you would off-campus housing in general.  In other
words: you must be invited in, you cannot affect NP housemates, and any
questionable activities that are observed by NP's will likely have
inevitable repercussions.  The fact that players live in them does not
change the fact that they are shared living spaces with a real-world
function for the real people in them.

\section{Theft} 

\subsection{Shoplifting} 

Otherwise known as taking items you find lying around.  If they are item
cards, take them, otherwise leave a ``STOLEN'' note.  Remember, never
actually take real items.

\subsection{Pickpocketing}

This requires a pickpocket ability.  It will be simulated as follows: a
potential thief must place a colored sticker upon the person he/she
wants to pickpocket.  If the victim notices the sticker being placed
upon him/her, the thief has been caught in the act, {\bf before}
anything was taken.  Roleplay accordingly.  If the sticker was not
noticed, then the thief should immediately come to the GM's.  The GM's
will resolve the matter from there.

\section{Combat} 

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.  Several restrictions apply to {\bf all} weapons,
however.

\begin{itemize}  
\item {\bf Size:} It must be fairly small. 

\item {\bf Appearance:} It must not look excessively realistic.
People tend to react strangely and sometimes lethally around what look
like live weapons, especially those with real 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.  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.
\end{itemize}

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 or during game break.  There will also be
a local area halts for the Patrol games during the evenings of Saturday,
October 10th and Saturday, October 17th.  It may occur in any location
with the following exceptions:

\begin{itemize}
\item {\bf Locations where there are non-player witnesses, whether or not
they are looking, or say they won't tell.  We do not want to disturb or
alarm NP's at all.}  (Yes, we push this a lot.  Remember it.)

\item {\bf ALL} student activity offices, laboratories, and other
areas 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  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).  This does not exclude off-campus
housing.  (If someone invites you over to their apartment and you kill
them that is their problem.)

\item Showers, bathrooms, locker rooms, etc. of the opposite sex, or
any other locations which you are forbidden to enter.

\item The intended victim's room, whether in a dorm, frat, or
apartment, unless he invites you in (Discussing game business is
considered a tacit invitation).  If he leaves, you have to leave too.
If you have roommates or housemates, the N of you are considered to
live in 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 his roommate's room.  Please note, however, that it is
possible to be in several people's rooms at once, or none at all, if
no one in a room is willing to let your character in.

\item Athena clusters for the purposes of combat.  {\bf NO} combat may take
place in an Athena cluster.  Other game actions may begin in Athena
clusters if their are no NPCs present, but should be relocated elsewhere
as soon as possible. 

\end{itemize}

\subsection{Ranged Combat}

Ranged Combat is anything that's simulated by something coming at you
from a distance away.  It could be someone shooting a gun at you,
throwing a knife, blasting you with a fireball, or hitting you with a
mental attack.  There are in general two types of ranged attacks, ones
that eliminate the functionality of the body part they hit, and one's
that knock you unconcious (or kill you) no matter where they hit you.
Losing the functionality of an arm means you can't weild a weapon,
open a door, etc, with that arm until it's fixed.  Losing a leg means
you have to hop or crawl to move.  Losing your head/torso (note that
these two areas are {\bf always} equivalent, and that the head should
{\bf never} be aimed for) knocks you unconcious, and may kill you.
The only known defense against any ranged attacks is the personal
force-field, which protects somewhat against zapgun attacks.  If you
get hit by any other ranged attack, or by a zapgun (disc gun) when you
don't have a force-field on, assume it damages you unless you know
otherwise.  Damage is determined by the representation of the thing
attacking you, so pay attention to that and ask them afterwards what
the special effect that actually hit you was.

\subsubsection{Disc guns}
The standard zap gun is simulated by a disc gun.  They're all over the
place, especially after the riots.  They affect a given body part, and
can be set for either tranq (the body part is out of action for five
minutes) or kill (the body part is badly damaged, and if it was your
head/torso, you're dying).  This is determined by placing a piece of
tape somewhere on the gun if it's set for tranq.  Wearing a
force-field will protect you from disc guns, causing you to fall over
(not unconcious) and drop whatever you're carrying, but not to lose
functionality of any limbs.  You do take 2 points of stun damage each
time you are hit, however.

\subsubsection{Patrol Guns}

A patrol gun which hits you anywhere knocks you cold.  The superheros
Gauntlet and Heisenburg are known to have attacks of this sort.

\subsubsection{Rubberband Guns}

A rubber-band gun which hits you anywhere causes you to fall over.
The Warlock has this sort of an attack.

\subsubsection{Pellet Guns, Ping Pong Ball Guns, and Ping Pong Balls}

All these weapons affect a given limb, costing you it's
functionality.  No one is known to have these sorts of attacks.  Note
that a thrown ping pong ball is a {\bf different} type of attack from
a ping pong ball gun, and the defense against one is not necessarily
the defense against the other.

\subsubsection{Foam Pellets}

A foam pellet which hits you anywhere causes you to fall over.  No one
is known to have this sort of attack.

\subsection{Covering}

With any ranged weapon, you may ``cover'' someone if you can get the
weapon close to them (within a few inches) during a non-combat
situation and say ``cover''.  Once you have done so, until you get
more than five feet away from them, you have the ability to hit them
once for free by saying ``bang''.  You can even put your weapon away
to walk through hallways and stuff, without losing this ability, but
you should try to keep it out whenever you aren't somewhere where NP's
are likely to see you.  Note that if you do walk past an NP with
someone covered, and they decide they can take the hit and get away,
you may {\bf NOT} pull a weapon in front of the NP to try and deal
with the person escaping from you.

\subsection{Martial Combat}

Hand-to-hand or melee combat is initiated by being within arm's reach
(otherwise known as ``Zone of Control'') and declaring ``Martial
Attack.''  {\bf (Note: The Superhero Gauntlet is known to be able to
begin martial combat from further away than that, using her
telekinetic powers.  If someone engages you in martial combat from
further away than arms reach, point out there too far away, and if
they say ``I know'', or something similar, continue.  If you can't
hurt someone further away than that, you have a Martial Attack of 0 as
long as you are out of arms reach.)} Martial combat in this game is
noticably more complicated than it has been in some games in the past.
We urge you to take the time to learn these rules and to memorize what
the numbers in a martial combat are, and will be unsympathetic towards
people who have failed to do so.

Martial Combat involves several numbers.  Hit points, a Martial attack
value, and a Martial Defense value.  When someone attacks you,
subtract your Martial Defense from their Martial attack, and if the
result is positive, you got hurt.  Note that there are attacks which
get through a minimum amount of damage, no matter how high your MD is.
Such attacks are called ``penetrating''.  (For example, MA 15, 2
penetrating, would mean you take two points, even if your MD was 14.)
There are two types of hurt, one when someone sneaks up behind you and
bonks you over the head, one when someone runs you through repeatedly
with a sword, and they heal at different rates.  In general, f-h
(fast-healing) damage is caused by hands, blunt instruments, and the
like.  S-h (slow-healing) damage is caused by knives and swords.
Because the GM's were unable to agree on the simplest way to think
about these things, two mathematically equivelant versions of this
will now be presented to you.

{\bf Version One:} In this version, you loose hit points when people
hit you with s-h damage, and accumulate damage when people hit you
with f-h damage.  If your damage goes higher than your current hit
points, you're unconcious.  If your hit points go to zero, you're
dying and probably dead.

{\bf Version Two:} In this version, s-h damage is ``killing damage'',
and f-h damage is ``stunning damage''.  If your killing damage is ever
higher than your hit points, you're dead.  If your stunning damage
plus your killing damage is higher than your hit points, you're
knocked out.

Martial Combat is simulated by a game of rock, scisssors, paper, with
numerous additions.  (If you don't know how to play the basic game,
ask someone around you.)  There are two types of additions.  One is
three new symbols, the ``block'' (an open palm, held perpendicular to
the floor), the ``cheat'' (A thumbs up sign), and the ``special''
(index and pinkie finger out, with the rest of the fist closed).  A
block always wins a round of combat, a special always loses, but
probably does something odd, and a cheat ties any of the normal three
symbols.  {\bf YOU MAY ONLY USE THE THREE NEW SYMBOLS IF YOU HAVE A
SPECIAL ABILITY WHICH SAYS YOU MAY!} The outcome of the round of rock,
scissors, paper determines the Martial Attack value of the people
involved.  Each symbol has a Martial Attack associated with it, with,
in general, cheat higher than scissors higher than paper higher than
rock.  If you have a melee combat weapon out, this may also add to
your MA.  This MA is used if you either win or tie the rock paper
scissors, but if you lose, your MA is zero.  (Block's and Special's in
general have an MA of zero.)

To declare an attack, walk up to someone and say ``Martial attack,
two, three'', and at the end of this time have a symbol formed.  If
your opponent has a symbol formed, figure out the outcome of the
attack normally.  If they do not, you win the round, and they have a
Martial Defense of Zero.  During the count, either party is free to
try and pull a weapon, but if they fail to have a symbol out by the
end of the count, they're at zero MA/MD.  Once symbols have been
displayed, the combatants are ``locked in combat'' until they've
figured out the results of the round.  Announce your MA's to each
other, {\bf and point out if you're doing s-h damage}, then do
subtraction and figuring out if you're unconcious.  During this time,
the combatants can't use weapons, but anyone walking up can mow them
all down.  Once everyone has figured results (which should be
announced, with done, or ok or something similar), a new round begins,
and during the new count weapons can again be pulled or fired.

If a combat involves multiple people, each person in the combat
declares which one other person they are attacking that round, chooses
a symbol, and applies their symbol and MD vs. all attacks against
them.  (Your MD applies against every attack, not the total of all the
attacks.)  

\subsection{Running Away}

Either party in combat may try to escape.  To escape you have to
declare your intent as you demonstrate your symbol, and you have to
win the combat round.  (Yes, this means a block always allows you to
escape.)  If you escape, move about five feet away from the combat
(out of zone of control), and begin moving in real time.  An escaping
person may be followed unless there is some in-game reason why this is
not the case (such as the character possessing a special ability.)
Any in-game chases should proceed {\bf NO FASTER THAN A WALK}; running
pell-mell through MIT's corridors or down the streets of Cambridge is
almost certain to violate the rule about not pissing off non-players,
so don't do it.  It is assumed that for game purposes that all else
begin equal, those involved in a chase can neither catch up to nor
escape from each other by virtue of sheer speed.  However, if the
escaping player enters an area where he cannot continue to move
without passing in range of his pursuer, then his pursuer may attack
again.  If this in doubt and the two (or more) of you can't agree,
find a GM.

\subsection{Disarming Opponents}

The ability to disarm an opponent is not universal in this game.  If
you can do it, you'll know how.  If it is done to you, drop your
weapon somewhere nearby and continue.

\section{Other Ways of Getting Hurt}

It's a dangerous world, and there are in fact many other ways to get
hurt besides just getting into a straightforward combat.  Most of
them, like drowning or falling from large heights, are avoidable.  You
should avoid these, because if you come to us and say ``my character
jumped out a second story window, how much damage did it take,'' we
will rule heavily against you.  (If you come to us and say {\bf YOU}
jumped out a second story window, we'll take the character away and
either reassign it or kill it.)  There are two obvious types of damage
you may not be able to avoid, however.

\subsection{Poison}

Poison can be represented by anything which makes something taste
wrong (salt on cupcakes), feel wrong (vaseline is traditional), or
smell wrong (weird perfumes).  If you notice one of these things,
assume you're unconcious, and come tell a gm.  Poisoners, please tell
us when you poison something, so we know what it did when someone
comes to ask us.  Note that you must have an item card for poison to
be able to poison someone.

\subsection{Bombs and Explosives}

Bombs come in two parts.  An explosive, and a detonator.  You must
have an item card for the explosive, although you are assumed to be
able to set up a detonator, which must actually go off in some way for
the bomb to explode.  (This can be a watch with an alarm, a motion
detector, whatever you can rig up.)  Bombs will take out a small room,
leaving the people in it bleeding, unconscious, and likely to die
soon.  It will take out about a quarter of 2-190 or 1-190, or a
fifteen foot stretch of hallway.  If you're going to set a bomb
somewhere which is not a small room, please try to have a gm present
when it goes off.

\section{Healing}

F-h damage heals at the rate of one point per minute, if the ``you're
unconcious'' rule ceases to be in effect (whichever way you're
thinking of it), then you wake up.  S-h wounds will only heal with a
doctor's care.  See a doctor if you want to know how fast this is
likely to happen.

\section{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
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.  Do not wear your button.

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 wait about twenty-four hours, and
then bring all other items in your possession (in your room or stashed
around campus, for instance) to the GMs.  Please try to be cooperative
with your assassin, no matter how bad you may feel.  It was probably
nothing personal.

\section{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.  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.  Tranquing him or sticking a gun in
his back are the two most popular methods, but feel free to be creative
(come with us or we {\bf won't} shoot your physics professor).

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: 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.
You should contact a GM immediately.

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.

\section{Getting to the Truth}

There are several possible ways of getting to the truth here in Coast
City.  Some of the more popular, and less esoteric, are listed here.
We make no promises about what the aliens, SHIELD, or anyone else, may
or may not have available, although we have attempted not to put
anything in the game that will gratuitously screw over a clean kill,
or other well executed deceptions.  Also, please note that playing
loopholes is not a factor in any of the truth mechanics below,
questions should be answered they way you think the person asking them
wants them answered.

\subsection{Torture} 
Torture is amusing but inefficient.  Even trained agents can be broken,
but it will probably take much more time than you have.  In a torture
situation, the torturer will describe the chosen method of persuasion to
the victim, who will then role-play accordingly.  This means that it is
entirely up to the victim what he will say (if anything) and whether or
not he will tell the truth.

\subsection{Pentathol}

Sodium Pentathol is a slightly better way to get to the truth.  But
only slightly.  It will make people sleepy, and make them more willing
to tell the truth.  If they really don't want to, though, they're
still likely to be able to resist, so you can't really rely on it too
much.

\subsection{Telol}
  
Telol is a limited, but fairly effective form of getting to the truth.
Legally useable by the police in their investigation of a crime, it
can compell one yes/no answer to a fairly specific question.  The body
builds up a resistance quite quickly, however, and one dose will leave
you immune for weeks.

\subsection{Truth Serum}

There have been rumors of a more powerful drug than Pentathol floating
around for several years now.  If you have any, or know where any can
be found, you'll know.

\section{Languages} 
The aliens brought Babble fish with them, and it is assumed that
everyone in the city has them, and can understand any language spoken
in front of them.  There are also translation programs on the
computers for most modern languages.  If you believe you can write down a
language which there is not a translation program for (Alien, for
instance), you should have an ability card for doing so.  This should be
mechaniced by coveringwhatever you write down with another piece of
paper, and writing on the top sheet of paper the appropriate code for
the language it's written in.  Unless you can read the language that
is the code for, don't read what's written on the paper on the bottom.

\section{Encryption}
As mentioned in Greensheets, a variety of mechanics include
``encrypted'' text.  This is decrypted by shifting forward one letter,
and is only meant to keep you from reading it accidentally, not to
pose any serious difficulties in reading it.  Do {\bf not} decode any
such text unless you have reason to do so in game.

\section{Computers}

Coast City has a computer network which is remarkably similar to
Athena.  Thus, you may feel free to use Athena or any other computer
system in playing the game.  When using the computers, 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.

Note that the Coast City computer system provides access to numerous
computer systems worldwide.  This is simulated by an on-line mechanic.
Those of you who need to will know about it.  Others may find out
about it by reading the file: 

\verb+/afs/athena.mit.edu/user/m/l/mleblanc/Public/network+

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.

Computer screens should be treated very similarly to private rooms;
you may not read another player's computer screen, unless
explicitly invited to, even if the player is not present.  

Most players use the computer to talk to or leave messages for people
they can not contact in person.  Often, people will find it desirable to
communicate anonymously.  While this is permitted, please remember that
{\bf anything} you do must be done from an account clearly identifiable
as belonging to you (published in the playerlist or the Rumour, or
fingerable from athena).  You may not send anonymous email unless you do
it through a gamemaster.  If you wish to send email to someone's
nethandle and don't know who they really are, you can also do this via
a gamemaster.

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 actions may
begin in Athena clusters if their are no NPs present, but should be
relocated elsewhere as soon as possible.

In addition, do not leave your terminal screensaved for extended periods
of time.  If you will be gone longer than 1/2 hour, log out.  The GM's
reserve the right to reboot workstations that have been left unattended
for long periods, especially if there is a shortage of available
workstations.

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,
you should already know how to do so.

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, 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...

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

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

\end{document}



